Index: ps/trunk/binaries/data/mods/public/gui/summary/counters.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/summary/counters.js (revision 20270)
+++ ps/trunk/binaries/data/mods/public/gui/summary/counters.js (revision 20271)
@@ -1,335 +1,346 @@
var g_TeamHelperData = [];
function calculatePercent(divident, divisor)
{
return { "percent": divisor ? Math.floor(100 * divident / divisor) : 0 };
}
function calculateRatio(divident, divisor)
{
return divident ? +((divident / divisor).toFixed(2)) : 0;
}
function formatSummaryValue(values)
{
if (typeof values != "object")
return values === Infinity ? g_InfinitySymbol : values;
let ret = "";
for (let type in values)
ret += (g_SummaryTypes[type].color ?
'[color="' + g_SummaryTypes[type].color + '"]' + values[type] + '[/color]' :
values[type]) + g_SummaryTypes[type].postfix;
return ret;
}
function getPlayerValuesPerTeam(team, index, type, counters, headings)
{
let fn = counters[headings.map(heading => heading.identifier).indexOf(type) - 1].fn;
return g_Teams[team].map(player => fn(g_GameData.sim.playerStates[player], index, type));
}
function updateCountersPlayer(playerState, counters, headings, idGUI, index)
{
for (let n in counters)
{
let fn = counters[n].fn;
Engine.GetGUIObjectByName(idGUI + "[" + n + "]").caption =
formatSummaryValue(fn && fn(playerState, index, headings[+n + 1].identifier));
}
}
function updateCountersTeam(teamFn, counters, headings, index)
{
for (let team in g_Teams)
{
if (team == -1)
continue;
for (let n in counters)
Engine.GetGUIObjectByName("valueDataTeam[" + team + "][" + n + "]").caption =
formatSummaryValue(teamFn(team, index, headings[+n + 1].identifier, counters, headings));
}
}
/**
* Add two objects property-wise and writes the result to obj1.
* So summaryAddObject([1, 2], [7, 42]) will result in [8, 44] and
* summaryAddObject({ "f": 3, "o", 5 }, { "f": -1, "o", 42 }) will result in { "f": 2, "o", 47 }.
*
* @param {Object} obj1 - First summand object. This will be set to the sum of both.
* @param {Object} obj2 - Second summand object.
*/
function summaryAddObject(obj1, obj2)
{
for (let p in obj1)
obj1[p] += obj2[p];
}
/**
* The sum of all elements of an array. So summaryArraySum([1, 2]) will be 3 and
* summaryArraySum([{ "f": 3, "o", 5 }, { "f": -1, "o", 42 }]) will be { "f": 2, "o", 47 }.
*
* @param {Array} array - The array to sum up.
* @returns the sum of all elements.
*/
function summaryArraySum(array)
{
return array.reduce((sum, val) => {
if (typeof sum != "object")
return sum + val;
summaryAddObject(sum, val);
return sum;
});
}
function calculateTeamCounterDataHelper()
{
for (let i = 0; i < g_PlayerCount; ++i)
{
let playerState = g_GameData.sim.playerStates[i + 1];
if (!g_TeamHelperData[playerState.team])
{
g_TeamHelperData[playerState.team] = {};
for (let value of ["food", "vegetarianFood", "femaleCitizen", "worker", "enemyUnitsKilled",
"unitsLost", "mapControl", "mapControlPeak",
"mapExploration", "totalBought", "totalSold"])
g_TeamHelperData[playerState.team][value] = new Array(playerState.sequences.time.length).fill(0);
}
summaryAddObject(g_TeamHelperData[playerState.team].food, playerState.sequences.resourcesGathered.food);
summaryAddObject(g_TeamHelperData[playerState.team].vegetarianFood, playerState.sequences.resourcesGathered.vegetarianFood);
summaryAddObject(g_TeamHelperData[playerState.team].femaleCitizen, playerState.sequences.unitsTrained.FemaleCitizen);
summaryAddObject(g_TeamHelperData[playerState.team].worker, playerState.sequences.unitsTrained.Worker);
summaryAddObject(g_TeamHelperData[playerState.team].enemyUnitsKilled, playerState.sequences.enemyUnitsKilled.total);
summaryAddObject(g_TeamHelperData[playerState.team].unitsLost, playerState.sequences.unitsLost.total);
g_TeamHelperData[playerState.team].mapControl = playerState.sequences.teamPercentMapControlled;
g_TeamHelperData[playerState.team].mapControlPeak = playerState.sequences.teamPeakPercentMapControlled;
g_TeamHelperData[playerState.team].mapExploration = playerState.sequences.teamPercentMapExplored;
for (let type in playerState.sequences.resourcesBought)
summaryAddObject(g_TeamHelperData[playerState.team].totalBought, playerState.sequences.resourcesBought[type]);
for (let type in playerState.sequences.resourcesSold)
summaryAddObject(g_TeamHelperData[playerState.team].totalSold, playerState.sequences.resourcesSold[type]);
}
}
function calculateEconomyScore(playerState, index)
{
let total = 0;
for (let type of g_ResourceData.GetCodes())
total += playerState.sequences.resourcesGathered[type][index];
// Subtract costs for sheep/goats/pigs to get the net food gain for corralling
total -= playerState.sequences.domesticUnitsTrainedValue[index];
total += playerState.sequences.tradeIncome[index];
return Math.round(total / 10);
}
function calculateMilitaryScore(playerState, index)
{
return Math.round((playerState.sequences.enemyUnitsKilledValue[index] +
playerState.sequences.unitsCapturedValue[index] +
playerState.sequences.enemyBuildingsDestroyedValue[index] +
playerState.sequences.buildingsCapturedValue[index]) / 10);
}
function calculateExplorationScore(playerState, index)
{
return playerState.sequences.percentMapExplored[index] * 10;
}
function calculateScoreTotal(playerState, index)
{
return calculateEconomyScore(playerState, index) +
calculateMilitaryScore(playerState, index) +
calculateExplorationScore(playerState, index);
}
function calculateScoreTeam(team, index, type, counters, headings)
{
if (type == "explorationScore")
return g_TeamHelperData[team].mapExploration[index] * 10;
if (type == "totalScore")
return ["economyScore", "militaryScore", "explorationScore"].map(
t => calculateScoreTeam(team, index, t, counters, headings)).reduce(
(sum, value) => sum + value);
return summaryArraySum(getPlayerValuesPerTeam(team, index, type, counters, headings));
}
function calculateBuildings(playerState, index, type)
{
return {
"constructed": playerState.sequences.buildingsConstructed[type][index],
"destroyed": playerState.sequences.enemyBuildingsDestroyed[type][index],
"captured": playerState.sequences.buildingsCaptured[type][index],
"lost": playerState.sequences.buildingsLost[type][index]
};
}
function calculateBuildingsTeam(team, index, type, counters, headings)
{
return summaryArraySum(getPlayerValuesPerTeam(team, index, type, counters, headings));
}
function calculateUnitsTeam(team, index, type, counters, headings)
{
return summaryArraySum(getPlayerValuesPerTeam(team, index, type, counters, headings));
}
function calculateUnitsWithCaptured(playerState, index, type)
{
return {
"trained": playerState.sequences.unitsTrained[type][index],
"killed": playerState.sequences.enemyUnitsKilled[type][index],
"captured": playerState.sequences.unitsCaptured[type][index],
"lost": playerState.sequences.unitsLost[type][index]
};
}
function calculateUnits(playerState, index, type)
{
return {
"trained": playerState.sequences.unitsTrained[type][index],
"killed": playerState.sequences.enemyUnitsKilled[type][index],
"lost": playerState.sequences.unitsLost[type][index]
};
}
function calculateResources(playerState, index, type)
{
return {
"gathered": playerState.sequences.resourcesGathered[type][index],
"used": playerState.sequences.resourcesUsed[type][index] - playerState.sequences.resourcesSold[type][index]
};
}
function calculateTotalResources(playerState, index)
{
let totalGathered = 0;
let totalUsed = 0;
for (let type of g_ResourceData.GetCodes())
{
totalGathered += playerState.sequences.resourcesGathered[type][index];
totalUsed += playerState.sequences.resourcesUsed[type][index] - playerState.sequences.resourcesSold[type][index];
}
return { "gathered": totalGathered, "used": totalUsed };
}
function calculateTreasureCollected(playerState, index)
{
return playerState.sequences.treasuresCollected[index];
}
function calculateLootCollected(playerState, index)
{
return playerState.sequences.lootCollected[index];
}
function calculateTributeSent(playerState, index)
{
return {
"sent": playerState.sequences.tributesSent[index],
"received": playerState.sequences.tributesReceived[index]
};
}
function calculateResourcesTeam(team, index, type, counters, headings)
{
return summaryArraySum(getPlayerValuesPerTeam(team, index, type, counters, headings));
}
function calculateResourceExchanged(playerState, index, type)
{
return {
"bought": playerState.sequences.resourcesBought[type][index],
"sold": playerState.sequences.resourcesSold[type][index]
};
}
function calculateBarterEfficiency(playerState, index)
{
let totalBought = 0;
let totalSold = 0;
for (let type in playerState.sequences.resourcesBought)
totalBought += playerState.sequences.resourcesBought[type][index];
for (let type in playerState.sequences.resourcesSold)
totalSold += playerState.sequences.resourcesSold[type][index];
return calculatePercent(totalBought, totalSold);
}
function calculateTradeIncome(playerState, index)
{
return playerState.sequences.tradeIncome[index];
}
function calculateMarketTeam(team, index, type, counters, headings)
{
if (type == "barterEfficency")
return calculatePercent(g_TeamHelperData[team].totalBought[index], g_TeamHelperData[team].totalSold[index]);
return summaryArraySum(getPlayerValuesPerTeam(team, index, type, counters, headings));
}
function calculateVegetarianRatio(playerState, index)
{
return calculatePercent(
playerState.sequences.resourcesGathered.vegetarianFood[index],
playerState.sequences.resourcesGathered.food[index]);
}
function calculateFeminization(playerState, index)
{
return calculatePercent(
playerState.sequences.unitsTrained.FemaleCitizen[index],
playerState.sequences.unitsTrained.Worker[index]);
}
function calculateKillDeathRatio(playerState, index)
{
return calculateRatio(
playerState.sequences.enemyUnitsKilled.total[index],
playerState.sequences.unitsLost.total[index]);
}
function calculateMapExploration(playerState, index)
{
return { "percent": playerState.sequences.percentMapExplored[index] };
}
function calculateMapFinalControl(playerState, index)
{
return { "percent": playerState.sequences.percentMapControlled[index] };
}
function calculateMapPeakControl(playerState, index)
{
return { "percent": playerState.sequences.peakPercentMapControlled[index] };
}
-function calculateMiscellaneousTeam(team, index, type)
+function calculateMiscellaneousTeam(team, index, type, counters, headings)
{
if (type == "vegetarianRatio")
return calculatePercent(g_TeamHelperData[team].vegetarianFood[index], g_TeamHelperData[team].food[index]);
if (type == "feminization")
return calculatePercent(g_TeamHelperData[team].femaleCitizen[index], g_TeamHelperData[team].worker[index]);
if (type == "killDeath")
return calculateRatio(g_TeamHelperData[team].enemyUnitsKilled[index], g_TeamHelperData[team].unitsLost[index]);
+ if (type == "bribes")
+ return summaryArraySum(getPlayerValuesPerTeam(team, index, type, counters, headings));
+
return { "percent": g_TeamHelperData[team][type][index] };
}
+
+function calculateBribes(playerState, index, type)
+{
+ return {
+ "succeeded": playerState.sequences.successfulBribes[index],
+ "failed": playerState.sequences.failedBribes[index]
+ };
+}
Index: ps/trunk/binaries/data/mods/public/gui/summary/layout.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/summary/layout.js (revision 20270)
+++ ps/trunk/binaries/data/mods/public/gui/summary/layout.js (revision 20271)
@@ -1,367 +1,378 @@
var g_ScorePanelsData = {
"score": {
"caption": translate("Score"),
"headings": [
{ "identifier": "playername", "caption": translate("Player name"), "yStart": 26, "width": 200 },
{ "identifier": "economyScore", "caption": translate("Economy score"), "yStart": 16, "width": 100 },
{ "identifier": "militaryScore", "caption": translate("Military score"), "yStart": 16, "width": 100 },
{ "identifier": "explorationScore", "caption": translate("Exploration score"), "yStart": 16, "width": 100 },
{ "identifier": "totalScore", "caption": translate("Total score"), "yStart": 16, "width": 100 }
],
"titleHeadings": [],
"counters": [
{ "width": 100, "fn": calculateEconomyScore, "verticalOffset": 12 },
{ "width": 100, "fn": calculateMilitaryScore, "verticalOffset": 12 },
{ "width": 100, "fn": calculateExplorationScore, "verticalOffset": 12 },
{ "width": 100, "fn": calculateScoreTotal, "verticalOffset": 12 }
],
"teamCounterFn": calculateScoreTeam
},
"buildings": {
"caption": translate("Buildings"),
"headings": [
{ "identifier": "playername", "caption": translate("Player name"), "yStart": 26, "width": 200 },
{ "identifier": "total", "caption": translate("Total"), "yStart": 34, "width": 105 },
{ "identifier": "House", "caption": translate("Houses"), "yStart": 34, "width": 85 },
{ "identifier": "Economic", "caption": translate("Economic"), "yStart": 34, "width": 85 },
{ "identifier": "Outpost", "caption": translate("Outposts"), "yStart": 34, "width": 85 },
{ "identifier": "Military", "caption": translate("Military"), "yStart": 34, "width": 85 },
{ "identifier": "Fortress", "caption": translate("Fortresses"), "yStart": 34, "width": 85 },
{ "identifier": "CivCentre", "caption": translate("Civ centers"), "yStart": 34, "width": 85 },
{ "identifier": "Wonder", "caption": translate("Wonders"), "yStart": 34, "width": 85 }
],
"titleHeadings": [
{
"caption": sprintf(translate("Buildings Statistics (%(constructed)s / %(destroyed)s / %(captured)s / %(lost)s)"),
{
"constructed": getColoredTypeTranslation("constructed"),
"destroyed": getColoredTypeTranslation("destroyed"),
"captured": getColoredTypeTranslation("captured"),
"lost": getColoredTypeTranslation("lost")
}),
"yStart": 16,
"width": 85 * 7 + 105
}, // width = 700
],
"counters": [
{ "width": 105, "fn": calculateBuildings, "verticalOffset": 3 },
{ "width": 85, "fn": calculateBuildings, "verticalOffset": 3 },
{ "width": 85, "fn": calculateBuildings, "verticalOffset": 3 },
{ "width": 85, "fn": calculateBuildings, "verticalOffset": 3 },
{ "width": 85, "fn": calculateBuildings, "verticalOffset": 3 },
{ "width": 85, "fn": calculateBuildings, "verticalOffset": 3 },
{ "width": 85, "fn": calculateBuildings, "verticalOffset": 3 },
{ "width": 85, "fn": calculateBuildings, "verticalOffset": 3 }
],
"teamCounterFn": calculateBuildingsTeam
},
"units": {
"caption": translate("Units"),
"headings": [
{ "identifier": "playername", "caption": translate("Player name"), "yStart": 26, "width": 200 },
{ "identifier": "total", "caption": translate("Total"), "yStart": 34, "width": 105 },
{ "identifier": "Infantry", "caption": translate("Infantry"), "yStart": 34, "width": 85 },
{ "identifier": "Worker", "caption": translate("Worker"), "yStart": 34, "width": 85 },
{ "identifier": "Cavalry", "caption": translate("Cavalry"), "yStart": 34, "width": 85 },
{ "identifier": "Champion", "caption": translate("Champion"), "yStart": 34, "width": 85 },
{ "identifier": "Hero", "caption": translate("Heroes"), "yStart": 34, "width": 85 },
{ "identifier": "Siege", "caption": translate("Siege"), "yStart": 34, "width": 85 },
{ "identifier": "Ship", "caption": translate("Navy"), "yStart": 34, "width": 85 },
{ "identifier": "Trader", "caption": translate("Traders"), "yStart": 34, "width": 85 }
],
"titleHeadings": [
{
"caption": sprintf(translate("Units Statistics (%(trained)s / %(killed)s / %(captured)s / %(lost)s)"),
{
"trained": getColoredTypeTranslation("trained"),
"killed": getColoredTypeTranslation("killed"),
"captured": getColoredTypeTranslation("captured"),
"lost": getColoredTypeTranslation("lost")
}),
"yStart": 16,
"width": 85 * 8 + 105
}, // width = 785
],
"counters": [
{ "width": 105, "fn": calculateUnitsWithCaptured, "verticalOffset": 3 },
{ "width": 85, "fn": calculateUnits, "verticalOffset": 3 },
{ "width": 85, "fn": calculateUnits, "verticalOffset": 3 },
{ "width": 85, "fn": calculateUnits, "verticalOffset": 3 },
{ "width": 85, "fn": calculateUnits, "verticalOffset": 3 },
{ "width": 85, "fn": calculateUnits, "verticalOffset": 3 },
{ "width": 85, "fn": calculateUnitsWithCaptured, "verticalOffset": 3 },
{ "width": 85, "fn": calculateUnits, "verticalOffset": 3 },
{ "width": 85, "fn": calculateUnits, "verticalOffset": 3 }
],
"teamCounterFn": calculateUnitsTeam
},
"resources": {
"caption": translate("Resources"),
"headings": [
{ "identifier": "playername", "caption": translate("Player name"), "yStart": 26, "width": 200 },
{ "identifier": "total", "caption": translate("Total"), "yStart": 34, "width": 110 },
...g_ResourceData.GetResources().map(res => ({
"identifier": res.code,
"caption": resourceNameFirstWord(res.code),
"yStart": 34,
"width": 100
})),
{
"identifier": "tributes",
"caption": sprintf(translate("Tributes \n(%(sent)s / %(received)s)"),
{
"sent": getColoredTypeTranslation("sent"),
"received": getColoredTypeTranslation("received")
}),
"yStart": 16,
"width": 121
},
{ "identifier": "treasuresCollected", "caption": translate("Treasures collected"), "yStart": 16, "width": 100 },
{ "identifier": "loot", "caption": translate("Loot"), "yStart": 16, "width": 100 }
],
"titleHeadings": [
{
"caption": sprintf(translate("Resource Statistics (%(gathered)s / %(used)s)"),
{
"gathered": getColoredTypeTranslation("gathered"),
"used": getColoredTypeTranslation("used")
}),
"yStart": 16,
"width": 100 * g_ResourceData.GetCodes().length + 110
},
],
"counters": [
{ "width": 110, "fn": calculateTotalResources, "verticalOffset": 12 },
...g_ResourceData.GetCodes().map(code => ({
"fn": calculateResources,
"verticalOffset": 12,
"width": 100
})),
{ "width": 121, "fn": calculateTributeSent, "verticalOffset": 12 },
{ "width": 100, "fn": calculateTreasureCollected, "verticalOffset": 12 },
{ "width": 100, "fn": calculateLootCollected, "verticalOffset": 12 }
],
"teamCounterFn": calculateResourcesTeam
},
"market": {
"caption": translate("Market"),
"headings": [
{ "identifier": "playername", "caption": translate("Player name"), "yStart": 26, "width": 200 },
...g_ResourceData.GetResources().map(res => {
return {
"identifier": res.code,
"caption":
// Translation: use %(resourceWithinSentence)s if needed
sprintf(translate("%(resourceFirstWord)s exchanged"), {
"resourceFirstWord": resourceNameFirstWord(res.code),
"resourceWithinSentence": resourceNameWithinSentence(res.code)
}),
"yStart": 16,
"width": 100
};
}),
{ "identifier": "barterEfficency", "caption": translate("Barter efficiency"), "yStart": 16, "width": 100 },
{ "identifier": "tradeIncome", "caption": translate("Trade income"), "yStart": 16, "width": 100 }
],
"titleHeadings": [],
"counters": [
...g_ResourceData.GetCodes().map(code => ({
"width": 100,
"fn": calculateResourceExchanged,
"verticalOffset": 12
})),
{ "width": 100, "fn": calculateBarterEfficiency, "verticalOffset": 12 },
{ "width": 100, "fn": calculateTradeIncome, "verticalOffset": 12 }
],
"teamCounterFn": calculateMarketTeam
},
"misc": {
"caption": translate("Miscellaneous"),
"headings": [
{ "identifier": "playername", "caption": translate("Player name"), "yStart": 26, "width": 200 },
{ "identifier": "vegetarianRatio", "caption": translate("Vegetarian ratio"), "yStart": 16, "width": 100 },
{ "identifier": "feminization", "caption": translate("Feminization"), "yStart": 16, "width": 100 },
{ "identifier": "killDeath", "caption": translate("Kill / Death ratio"), "yStart": 16, "width": 100 },
+ {
+ "identifier": "bribes",
+ "caption": sprintf(translate("Bribes\n(%(succeeded)s / %(failed)s)"),
+ {
+ "succeeded": getColoredTypeTranslation("succeeded"),
+ "failed": getColoredTypeTranslation("failed")
+ }),
+ "yStart": 16,
+ "width": 139
+ },
{ "identifier": "mapExploration", "caption": translate("Map exploration"), "yStart": 16, "width": 100 },
{ "identifier": "mapControlPeak", "caption": translate("Map control (peak)"), "yStart": 16, "width": 100 },
{ "identifier": "mapControl", "caption": translate("Map control (finish)"), "yStart": 16, "width": 100 }
],
"titleHeadings": [],
"counters": [
{ "width": 100, "fn": calculateVegetarianRatio, "verticalOffset": 12 },
{ "width": 100, "fn": calculateFeminization, "verticalOffset": 12 },
{ "width": 100, "fn": calculateKillDeathRatio, "verticalOffset": 12 },
+ { "width": 139, "fn": calculateBribes, "verticalOffset": 12 },
{ "width": 100, "fn": calculateMapExploration, "verticalOffset": 12 },
{ "width": 100, "fn": calculateMapPeakControl, "verticalOffset": 12 },
{ "width": 100, "fn": calculateMapFinalControl, "verticalOffset": 12 }
],
"teamCounterFn": calculateMiscellaneousTeam
}
};
function getColoredTypeTranslation(type)
{
return g_SummaryTypes[type].color ? '[color="' + g_SummaryTypes[type].color + '"]' + g_SummaryTypes[type].caption + '[/color]' : g_SummaryTypes[type].caption;
}
function resetGeneralPanel()
{
for (let h = 0; h < g_MaxHeadingTitle; ++h)
{
Engine.GetGUIObjectByName("titleHeading["+ h +"]").hidden = true;
Engine.GetGUIObjectByName("Heading[" + h + "]").hidden = true;
for (let p = 0; p < g_MaxPlayers; ++p)
{
Engine.GetGUIObjectByName("valueData[" + p + "][" + h + "]").hidden = true;
for (let t = 0; t < g_MaxTeams; ++t)
{
Engine.GetGUIObjectByName("valueDataTeam[" + t + "][" + p + "][" + h + "]").hidden = true;
Engine.GetGUIObjectByName("valueDataTeam[" + t + "][" + h + "]").hidden = true;
}
}
}
}
function updateGeneralPanelHeadings(headings)
{
let left = 50;
for (let h in headings)
{
let headerGUIName = "playerNameHeading";
if (h > 0)
headerGUIName = "Heading[" + (h - 1) + "]";
let headerGUI = Engine.GetGUIObjectByName(headerGUIName);
headerGUI.caption = headings[h].caption;
headerGUI.size = left + " " + headings[h].yStart + " " + (left + headings[h].width) + " 100%";
headerGUI.hidden = false;
if (headings[h].width < g_LongHeadingWidth)
left += headings[h].width;
}
}
function updateGeneralPanelTitles(titleHeadings)
{
let left = 250;
for (let th in titleHeadings)
{
if (th >= g_MaxHeadingTitle)
break;
if (titleHeadings[th].xOffset)
left += titleHeadings[th].xOffset;
let headerGUI = Engine.GetGUIObjectByName("titleHeading["+ th +"]");
headerGUI.caption = titleHeadings[th].caption;
headerGUI.size = left + " " + titleHeadings[th].yStart + " " + (left + titleHeadings[th].width) + " 100%";
headerGUI.hidden = false;
if (titleHeadings[th].width < g_LongHeadingWidth)
left += titleHeadings[th].width;
}
}
function updateGeneralPanelCounter(counters)
{
let rowPlayerObjectWidth = 0;
let left = 0;
for (let p = 0; p < g_MaxPlayers; ++p)
{
left = 240;
let counterObject;
for (let w in counters)
{
counterObject = Engine.GetGUIObjectByName("valueData[" + p + "][" + w + "]");
counterObject.size = left + " " + counters[w].verticalOffset + " " + (left + counters[w].width) + " 100%";
counterObject.hidden = false;
left += counters[w].width;
}
if (rowPlayerObjectWidth == 0)
rowPlayerObjectWidth = left;
let counterTotalObject;
for (let t = 0; t < g_MaxTeams; ++t)
{
left = 240;
for (let w in counters)
{
counterObject = Engine.GetGUIObjectByName("valueDataTeam[" + t + "][" + p + "][" + w + "]");
counterObject.size = left + " " + counters[w].verticalOffset + " " + (left + counters[w].width) + " 100%";
counterObject.hidden = false;
if (g_Teams[t])
{
let yStart = 25 + g_Teams[t].length * (g_PlayerBoxYSize + g_PlayerBoxGap) + 3 + counters[w].verticalOffset;
counterTotalObject = Engine.GetGUIObjectByName("valueDataTeam[" + t + "][" + w + "]");
counterTotalObject.size = (left + 20) + " " + yStart + " " + (left + counters[w].width) + " 100%";
counterTotalObject.hidden = false;
}
left += counters[w].width;
}
}
}
return rowPlayerObjectWidth;
}
function updateGeneralPanelTeams()
{
let withoutTeam = !g_Teams[-1] ? 0 : g_Teams[-1].length;
if (!g_Teams || withoutTeam > 0)
Engine.GetGUIObjectByName("noTeamsBox").hidden = false;
if (!g_Teams)
return;
let yStart = g_TeamsBoxYStart + withoutTeam * (g_PlayerBoxYSize + g_PlayerBoxGap) + (withoutTeam ? 30 : 0);
for (let i in g_Teams)
{
if (i == -1)
continue;
let teamBox = Engine.GetGUIObjectByName("teamBoxt["+i+"]");
teamBox.hidden = false;
let teamBoxSize = teamBox.size;
teamBoxSize.top = yStart;
teamBox.size = teamBoxSize;
yStart += 30 + g_Teams[i].length * (g_PlayerBoxYSize + g_PlayerBoxGap) + 32;
Engine.GetGUIObjectByName("teamNameHeadingt["+i+"]").caption = "Team " + (+i + 1);
let teamHeading = Engine.GetGUIObjectByName("teamHeadingt["+i+"]");
let yStartTotal = 30 + g_Teams[i].length * (g_PlayerBoxYSize + g_PlayerBoxGap) + 10;
teamHeading.size = "50 " + yStartTotal + " 100% " + (yStartTotal + 20);
teamHeading.caption = translate("Team total");
}
// If there are no players without team, hide "player name" heading
if (!withoutTeam)
Engine.GetGUIObjectByName("playerNameHeading").caption = "";
}
function initPlayerBoxPositions()
{
for (let h = 0; h < g_MaxPlayers; ++h)
{
let playerBox = Engine.GetGUIObjectByName("playerBox[" + h + "]");
let boxSize = playerBox.size;
boxSize.top += h * (g_PlayerBoxYSize + g_PlayerBoxGap);
boxSize.bottom = boxSize.top + g_PlayerBoxYSize;
playerBox.size = boxSize;
for (let i = 0; i < g_MaxTeams; ++i)
{
let playerBoxt = Engine.GetGUIObjectByName("playerBoxt[" + i + "][" + h + "]");
boxSize = playerBoxt.size;
boxSize.top += h * (g_PlayerBoxYSize + g_PlayerBoxGap);
boxSize.bottom = boxSize.top + g_PlayerBoxYSize;
playerBoxt.size = boxSize;
}
}
}
Index: ps/trunk/binaries/data/mods/public/gui/summary/summary.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/summary/summary.js (revision 20270)
+++ ps/trunk/binaries/data/mods/public/gui/summary/summary.js (revision 20271)
@@ -1,479 +1,489 @@
const g_CivData = loadCivData(false, false);
var g_MaxHeadingTitle = 9;
var g_LongHeadingWidth = 250;
var g_PlayerBoxYSize = 40;
var g_PlayerBoxGap = 2;
var g_PlayerBoxAlpha = " 50";
var g_TeamsBoxYStart = 40;
var g_TypeColors = {
"blue": "196 198 255",
"green": "201 255 200",
"red": "255 213 213",
"yellow": "255 255 157"
}
/**
* Colors, captions and format used for units, buildings, etc. types
*/
var g_SummaryTypes = {
"percent": {
"color": "",
"caption": "%",
"postfix": "%"
},
"trained": {
"color": g_TypeColors.green,
"caption": translate("Trained"),
"postfix": " / "
},
"constructed": {
"color": g_TypeColors.green,
"caption": translate("Constructed"),
"postfix": " / "
},
"gathered": {
"color": g_TypeColors.green,
"caption": translate("Gathered"),
"postfix": " / "
},
"sent": {
"color": g_TypeColors.green,
"caption": translate("Sent"),
"postfix": " / "
},
"bought": {
"color": g_TypeColors.green,
"caption": translate("Bought"),
"postfix": " / "
},
"income": {
"color": g_TypeColors.green,
"caption": translate("Income"),
"postfix": " / "
},
"captured": {
"color": g_TypeColors.yellow,
"caption": translate("Captured"),
"postfix": " / "
},
+ "succeeded": {
+ "color": g_TypeColors.green,
+ "caption": translate("Succeeded"),
+ "postfix": " / "
+ },
"destroyed": {
"color": g_TypeColors.blue,
"caption": translate("Destroyed"),
"postfix": "\n"
},
"killed": {
"color": g_TypeColors.blue,
"caption": translate("Killed"),
"postfix": "\n"
},
"lost": {
"color": g_TypeColors.red,
"caption": translate("Lost"),
"postfix": "\n"
},
"used": {
"color": g_TypeColors.red,
"caption": translate("Used"),
"postfix": "\n"
},
"received": {
"color": g_TypeColors.red,
"caption": translate("Received"),
"postfix": "\n"
},
"sold": {
"color": g_TypeColors.red,
"caption": translate("Sold"),
"postfix": "\n"
},
"outcome": {
"color": g_TypeColors.red,
"caption": translate("Outcome"),
"postfix": "\n"
+ },
+ "failed": {
+ "color": g_TypeColors.red,
+ "caption": translate("Failed"),
+ "postfix": "\n"
}
};
/**
* Translation: Unicode encoded infinity symbol indicating a division by zero in the summary screen.
*/
var g_InfinitySymbol = translate("\u221E");
var g_Teams = [];
// TODO set g_PlayerCount as playerCounters.length
var g_PlayerCount = 0;
var g_GameData;
var g_ResourceData = new Resources();
// Selected chart indexes
var g_SelectedChart = {
"category": [0, 0],
"value": [0, 0],
"type": [0, 0]
};
function selectPanel(panel)
{
// TODO: move panel buttons to a custom parent object
for (let button of Engine.GetGUIObjectByName("summaryWindow").children)
if (button.name.endsWith("PanelButton"))
button.sprite = "ModernTabHorizontalBackground";
panel.sprite = "ModernTabHorizontalForeground";
adjustTabDividers(panel.size);
let generalPanel = Engine.GetGUIObjectByName("generalPanel");
let chartsPanel = Engine.GetGUIObjectByName("chartsPanel");
let chartsHidden = panel.name != "chartsPanelButton";
generalPanel.hidden = !chartsHidden;
chartsPanel.hidden = chartsHidden;
if (chartsHidden)
updatePanelData(g_ScorePanelsData[panel.name.substr(0, panel.name.length - "PanelButton".length)]);
else
[0, 1].forEach(updateCategoryDropdown);
}
function initCharts()
{
let player_colors = [];
for (let i = 1; i <= g_PlayerCount; ++i)
{
let playerState = g_GameData.sim.playerStates[i];
player_colors.push(
Math.floor(playerState.color.r * 255) + " " +
Math.floor(playerState.color.g * 255) + " " +
Math.floor(playerState.color.b * 255)
);
}
[0, 1].forEach(i => Engine.GetGUIObjectByName("chart[" + i + "]").series_color = player_colors);
let chartLegend = Engine.GetGUIObjectByName("chartLegend");
chartLegend.caption = g_GameData.sim.playerStates.slice(1).map(
(state, index) => '[color="' + player_colors[index] + '"]■[/color] ' + state.name
).join(" ");
let chart1Part = Engine.GetGUIObjectByName("chart[1]Part");
let chart1PartSize = chart1Part.size;
chart1PartSize.rright += 50;
chart1PartSize.rleft += 50;
chart1PartSize.right -= 5;
chart1PartSize.left -= 5;
chart1Part.size = chart1PartSize;
}
function resizeDropdown(dropdown)
{
let size = dropdown.size;
size.bottom = dropdown.size.top +
(Engine.GetTextWidth(dropdown.font, dropdown.list[dropdown.selected]) >
dropdown.size.right - dropdown.size.left - 32 ? 42 : 27);
dropdown.size = size;
}
function updateCategoryDropdown(number)
{
let chartCategory = Engine.GetGUIObjectByName("chart[" + number + "]CategorySelection");
chartCategory.list_data = Object.keys(g_ScorePanelsData);
chartCategory.list = Object.keys(g_ScorePanelsData).map(panel => g_ScorePanelsData[panel].caption);
chartCategory.onSelectionChange = function() {
if (!this.list_data[this.selected])
return;
if (g_SelectedChart.category[number] != this.selected)
{
g_SelectedChart.category[number] = this.selected;
g_SelectedChart.value[number] = 0;
g_SelectedChart.type[number] = 0;
}
resizeDropdown(this);
updateValueDropdown(number, this.list_data[this.selected]);
};
chartCategory.selected = g_SelectedChart.category[number];
}
function updateValueDropdown(number, category)
{
let chartValue = Engine.GetGUIObjectByName("chart[" + number + "]ValueSelection");
let list = g_ScorePanelsData[category].headings.map(heading => heading.caption);
list.shift();
chartValue.list = list;
let list_data = g_ScorePanelsData[category].headings.map(heading => heading.identifier);
list_data.shift();
chartValue.list_data = list_data;
chartValue.onSelectionChange = function() {
if (!this.list_data[this.selected])
return;
if (g_SelectedChart.value[number] != this.selected)
{
g_SelectedChart.value[number] = this.selected;
g_SelectedChart.type[number] = 0;
}
resizeDropdown(this);
updateTypeDropdown(number, category, this.list_data[this.selected], this.selected);
};
chartValue.selected = g_SelectedChart.value[number];
}
function updateTypeDropdown(number, category, item, itemNumber)
{
let testValue = g_ScorePanelsData[category].counters[itemNumber].fn(g_GameData.sim.playerStates[1], 0, item);
let hide = !g_ScorePanelsData[category].counters[itemNumber].fn ||
typeof testValue != "object" || Object.keys(testValue).length < 2;
Engine.GetGUIObjectByName("chart[" + number + "]TypeLabel").hidden = hide;
let chartType = Engine.GetGUIObjectByName("chart[" + number + "]TypeSelection");
chartType.hidden = hide;
if (hide)
{
updateChart(number, category, item, itemNumber, Object.keys(testValue)[0] || undefined);
return;
}
chartType.list = Object.keys(testValue).map(type => g_SummaryTypes[type].caption);
chartType.list_data = Object.keys(testValue);
chartType.onSelectionChange = function() {
if (!this.list_data[this.selected])
return;
g_SelectedChart.type[number] = this.selected;
resizeDropdown(this);
updateChart(number, category, item, itemNumber, this.list_data[this.selected]);
};
chartType.selected = g_SelectedChart.type[number];
}
function updateChart(number, category, item, itemNumber, type)
{
if (!g_ScorePanelsData[category].counters[itemNumber].fn)
return;
let chart = Engine.GetGUIObjectByName("chart[" + number + "]");
let series = [];
for (let j = 1; j <= g_PlayerCount; ++j)
{
let playerState = g_GameData.sim.playerStates[j];
let data = [];
for (let index in playerState.sequences.time)
{
let value = g_ScorePanelsData[category].counters[itemNumber].fn(playerState, index, item);
if (type)
value = value[type];
data.push([playerState.sequences.time[index], value]);
}
series.push(data);
}
chart.series = series;
}
function adjustTabDividers(tabSize)
{
let leftSpacer = Engine.GetGUIObjectByName("tabDividerLeft");
let rightSpacer = Engine.GetGUIObjectByName("tabDividerRight");
leftSpacer.size = [
20,
leftSpacer.size.top,
tabSize.left + 2,
leftSpacer.size.bottom
].join(" ");
rightSpacer.size = [
tabSize.right - 2,
rightSpacer.size.top,
"100%-20",
rightSpacer.size.bottom
].join(" ");
}
function updatePanelData(panelInfo)
{
resetGeneralPanel();
updateGeneralPanelHeadings(panelInfo.headings);
updateGeneralPanelTitles(panelInfo.titleHeadings);
let rowPlayerObjectWidth = updateGeneralPanelCounter(panelInfo.counters);
updateGeneralPanelTeams();
let index = g_GameData.sim.playerStates[1].sequences.time.length - 1;
let playerBoxesCounts = [];
for (let i = 0; i < g_PlayerCount; ++i)
{
let playerState = g_GameData.sim.playerStates[i+1];
if (!playerBoxesCounts[playerState.team+1])
playerBoxesCounts[playerState.team+1] = 1;
else
playerBoxesCounts[playerState.team+1] += 1;
let positionObject = playerBoxesCounts[playerState.team+1] - 1;
let rowPlayer = "playerBox[" + positionObject + "]";
let playerOutcome = "playerOutcome[" + positionObject + "]";
let playerNameColumn = "playerName[" + positionObject + "]";
let playerCivicBoxColumn = "civIcon[" + positionObject + "]";
let playerCounterValue = "valueData[" + positionObject + "]";
if (playerState.team != -1)
{
rowPlayer = "playerBoxt[" + playerState.team + "][" + positionObject + "]";
playerOutcome = "playerOutcomet[" + playerState.team + "][" + positionObject + "]";
playerNameColumn = "playerNamet[" + playerState.team + "][" + positionObject + "]";
playerCivicBoxColumn = "civIcont[" + playerState.team + "][" + positionObject + "]";
playerCounterValue = "valueDataTeam[" + playerState.team + "][" + positionObject + "]";
}
let colorString = "color: " +
Math.floor(playerState.color.r * 255) + " " +
Math.floor(playerState.color.g * 255) + " " +
Math.floor(playerState.color.b * 255);
let rowPlayerObject = Engine.GetGUIObjectByName(rowPlayer);
rowPlayerObject.hidden = false;
rowPlayerObject.sprite = colorString + g_PlayerBoxAlpha;
let boxSize = rowPlayerObject.size;
boxSize.right = rowPlayerObjectWidth;
rowPlayerObject.size = boxSize;
setOutcomeIcon(playerState.state, playerOutcome);
Engine.GetGUIObjectByName(playerNameColumn).caption = g_GameData.sim.playerStates[i+1].name;
let civIcon = Engine.GetGUIObjectByName(playerCivicBoxColumn);
civIcon.sprite = "stretched:" + g_CivData[playerState.civ].Emblem;
civIcon.tooltip = g_CivData[playerState.civ].Name;
updateCountersPlayer(playerState, panelInfo.counters, panelInfo.headings, playerCounterValue, index);
}
let teamCounterFn = panelInfo.teamCounterFn;
if (g_Teams && teamCounterFn)
updateCountersTeam(teamCounterFn, panelInfo.counters, panelInfo.headings, index);
}
function confirmStartReplay()
{
if (Engine.HasXmppClient())
messageBox(
400, 200,
translate("Are you sure you want to quit the lobby?"),
translate("Confirmation"),
[translate("No"), translate("Yes")],
[null, startReplay]
);
else
startReplay();
}
function continueButton()
{
if (g_GameData.gui.isInGame)
Engine.PopGuiPageCB(0);
else if (g_GameData.gui.isReplay)
Engine.SwitchGuiPage("page_replaymenu.xml", {
"replaySelectionData": g_GameData.gui.replaySelectionData
});
else if (Engine.HasXmppClient())
Engine.SwitchGuiPage("page_lobby.xml");
else
Engine.SwitchGuiPage("page_pregame.xml");
}
function startReplay()
{
if (Engine.HasXmppClient())
Engine.StopXmppClient();
if (!Engine.StartVisualReplay(g_GameData.gui.replayDirectory))
{
warn("Replay file not found!");
return;
}
Engine.SwitchGuiPage("page_loading.xml", {
"attribs": Engine.GetReplayAttributes(g_GameData.gui.replayDirectory),
"isNetworked": false,
"playerAssignments": {
"local": {
"name": singleplayerName(),
"player": -1
}
},
"savedGUIData": "",
"isReplay": true,
"replaySelectionData": g_GameData.gui.replaySelectionData
});
}
function init(data)
{
g_GameData = data;
let assignedState = g_GameData.sim.playerStates[g_GameData.gui.assignedPlayer || -1];
Engine.GetGUIObjectByName("summaryText").caption =
g_GameData.gui.isInGame ?
translate("Current Scores") :
g_GameData.gui.isReplay ?
translate("Scores at the end of the game.") :
g_GameData.gui.disconnected ?
translate("You have been disconnected.") :
!assignedState ?
translate("You have left the game.") :
assignedState.state == "won" ?
translate("You have won the battle!") :
assignedState.state == "defeated" ?
translate("You have been defeated...") :
translate("You have abandoned the game.");
initPlayerBoxPositions();
Engine.GetGUIObjectByName("timeElapsed").caption = sprintf(
translate("Game time elapsed: %(time)s"), {
"time": timeToString(g_GameData.sim.timeElapsed)
});
let mapType = g_Settings.MapTypes.find(mapType => mapType.Name == g_GameData.sim.mapSettings.mapType);
let mapSize = g_Settings.MapSizes.find(size => size.Tiles == g_GameData.sim.mapSettings.Size || 0);
Engine.GetGUIObjectByName("mapName").caption = sprintf(
translate("%(mapName)s - %(mapType)s"), {
"mapName": translate(g_GameData.sim.mapSettings.Name),
"mapType": mapSize ? mapSize.Name : (mapType ? mapType.Title : "")
});
Engine.GetGUIObjectByName("replayButton").hidden = g_GameData.gui.isInGame || !g_GameData.gui.replayDirectory;
// Panels
g_PlayerCount = g_GameData.sim.playerStates.length - 1;
if (g_GameData.sim.mapSettings.LockTeams)
{
// Count teams
for (let player = 1; player <= g_PlayerCount; ++player)
{
let playerTeam = g_GameData.sim.playerStates[player].team;
if (!g_Teams[playerTeam])
g_Teams[playerTeam] = [];
g_Teams[playerTeam].push(player);
}
if (g_Teams.every(team => team && team.length < 2))
g_Teams = false; // Each player has his own team. Displaying teams makes no sense.
}
else
g_Teams = false;
// Erase teams data if teams are not displayed
if (!g_Teams)
{
for (let p = 0; p < g_PlayerCount; ++p)
g_GameData.sim.playerStates[p+1].team = -1;
}
calculateTeamCounterDataHelper();
initCharts();
selectPanel(Engine.GetGUIObjectByName("scorePanelButton"));
}
Index: ps/trunk/binaries/data/mods/public/simulation/components/StatisticsTracker.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/StatisticsTracker.js (revision 20270)
+++ ps/trunk/binaries/data/mods/public/simulation/components/StatisticsTracker.js (revision 20271)
@@ -1,573 +1,587 @@
function StatisticsTracker() {}
const g_UpdateSequenceInterval = 30 * 1000;
StatisticsTracker.prototype.Schema =
"";
StatisticsTracker.prototype.Init = function()
{
this.unitsClasses = [
"Infantry",
"Worker",
"FemaleCitizen",
"Cavalry",
"Champion",
"Hero",
"Siege",
"Ship",
"Trader"
];
this.unitsTrained = {
"Infantry": 0,
"Worker": 0,
"FemaleCitizen": 0,
"Cavalry": 0,
"Champion": 0,
"Hero": 0,
"Siege": 0,
"Ship": 0,
"Trader": 0,
"total": 0
};
this.domesticUnitsTrainedValue = 0;
this.unitsLost = {
"Infantry": 0,
"Worker": 0,
"FemaleCitizen": 0,
"Cavalry": 0,
"Champion": 0,
"Hero": 0,
"Siege": 0,
"Ship": 0,
"Trader": 0,
"total": 0
};
this.unitsLostValue = 0;
this.enemyUnitsKilled = {
"Infantry": 0,
"Worker": 0,
"FemaleCitizen": 0,
"Cavalry": 0,
"Champion": 0,
"Hero": 0,
"Siege": 0,
"Ship": 0,
"Trader": 0,
"total": 0
};
this.enemyUnitsKilledValue = 0;
this.unitsCaptured = {
"Infantry": 0,
"Worker": 0,
"FemaleCitizen": 0,
"Cavalry": 0,
"Champion": 0,
"Hero": 0,
"Siege": 0,
"Ship": 0,
"Trader": 0,
"total": 0
};
this.unitsCapturedValue = 0;
this.buildingsClasses = [
"House",
"Economic",
"Outpost",
"Military",
"Fortress",
"CivCentre",
"Wonder"
];
this.buildingsConstructed = {
"House": 0,
"Economic": 0,
"Outpost": 0,
"Military": 0,
"Fortress": 0,
"CivCentre": 0,
"Wonder": 0,
"total": 0
};
this.buildingsLost = {
"House": 0,
"Economic": 0,
"Outpost": 0,
"Military": 0,
"Fortress": 0,
"CivCentre": 0,
"Wonder": 0,
"total": 0
};
this.buildingsLostValue = 0;
this.enemyBuildingsDestroyed = {
"House": 0,
"Economic": 0,
"Outpost": 0,
"Military": 0,
"Fortress": 0,
"CivCentre": 0,
"Wonder": 0,
"total": 0
};
this.enemyBuildingsDestroyedValue = 0;
this.buildingsCaptured = {
"House": 0,
"Economic": 0,
"Outpost": 0,
"Military": 0,
"Fortress": 0,
"CivCentre": 0,
"Wonder": 0,
"total": 0
};
this.buildingsCapturedValue = 0;
this.resourcesGathered = {
"vegetarianFood": 0
};
this.resourcesUsed = {};
this.resourcesSold = {};
this.resourcesBought = {};
for (let res of Resources.GetCodes())
{
this.resourcesGathered[res] = 0;
this.resourcesUsed[res] = 0;
this.resourcesSold[res] = 0;
this.resourcesBought[res] = 0;
}
this.tributesSent = 0;
this.tributesReceived = 0;
this.tradeIncome = 0;
this.treasuresCollected = 0;
this.lootCollected = 0;
this.peakPercentMapControlled = 0;
this.teamPeakPercentMapControlled = 0;
+ this.successfulBribes = 0;
+ this.failedBribes = 0;
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.updateTimer = cmpTimer.SetInterval(
this.entity, IID_StatisticsTracker, "UpdateSequences", 0, g_UpdateSequenceInterval);
};
StatisticsTracker.prototype.OnGlobalInitGame = function()
{
this.sequences = clone(this.GetStatistics());
this.sequences.time = [];
};
/**
* Returns a subset of statistics that will be added to the simulation state,
* thus called each turn. Basic statistics should not contain data that would
* be expensive to compute.
*
* Note: as of now, nothing in the game needs that, but some AIs developed by
* modders need it in the API.
*/
StatisticsTracker.prototype.GetBasicStatistics = function()
{
return {
"resourcesGathered": this.resourcesGathered,
"percentMapExplored": this.GetPercentMapExplored()
};
};
StatisticsTracker.prototype.GetStatistics = function()
{
return {
"unitsTrained": this.unitsTrained,
"domesticUnitsTrainedValue": this.domesticUnitsTrainedValue,
"unitsLost": this.unitsLost,
"unitsLostValue": this.unitsLostValue,
"enemyUnitsKilled": this.enemyUnitsKilled,
"enemyUnitsKilledValue": this.enemyUnitsKilledValue,
"unitsCaptured": this.unitsCaptured,
"unitsCapturedValue": this.unitsCapturedValue,
"buildingsConstructed": this.buildingsConstructed,
"buildingsLost": this.buildingsLost,
"buildingsLostValue": this.buildingsLostValue,
"enemyBuildingsDestroyed": this.enemyBuildingsDestroyed,
"enemyBuildingsDestroyedValue": this.enemyBuildingsDestroyedValue,
"buildingsCaptured": this.buildingsCaptured,
"buildingsCapturedValue": this.buildingsCapturedValue,
"resourcesGathered": this.resourcesGathered,
"resourcesUsed": this.resourcesUsed,
"resourcesSold": this.resourcesSold,
"resourcesBought": this.resourcesBought,
"tributesSent": this.tributesSent,
"tributesReceived": this.tributesReceived,
"tradeIncome": this.tradeIncome,
"treasuresCollected": this.treasuresCollected,
"lootCollected": this.lootCollected,
"percentMapExplored": this.GetPercentMapExplored(),
"teamPercentMapExplored": this.GetTeamPercentMapExplored(),
"percentMapControlled": this.GetPercentMapControlled(),
"teamPercentMapControlled": this.GetTeamPercentMapControlled(),
"peakPercentMapControlled": this.peakPercentMapControlled,
- "teamPeakPercentMapControlled": this.teamPeakPercentMapControlled
+ "teamPeakPercentMapControlled": this.teamPeakPercentMapControlled,
+ "successfulBribes": this.successfulBribes,
+ "failedBribes": this.failedBribes
};
};
StatisticsTracker.prototype.GetSequences = function()
{
let ret = clone(this.sequences);
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
ret.time.push(cmpTimer.GetTime() / 1000);
this.PushValue(this.GetStatistics(), ret);
return ret;
};
/**
* Used to print statistics for non-visual autostart games.
* @return The player's statistics as a JSON string beautified with some indentations.
*/
StatisticsTracker.prototype.GetStatisticsJSON = function()
{
let cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
let playerStatistics = {
"playerID": cmpPlayer.GetPlayerID(),
"playerState": cmpPlayer.GetState(),
"statistics": this.GetStatistics()
};
return JSON.stringify(playerStatistics, null, "\t");
};
/**
* Increments counter associated with certain entity/counter and type of given entity.
* @param cmpIdentity - the entity identity component.
* @param counter - the name of the counter to increment (e.g. "unitsTrained").
* @param type - the type of the counter (e.g. "workers").
*/
StatisticsTracker.prototype.CounterIncrement = function(cmpIdentity, counter, type)
{
var classes = cmpIdentity.GetClassesList();
if (!classes)
return;
if (classes.indexOf(type) != -1)
++this[counter][type];
};
/**
* Counts the total number of units trained as well as an individual count for
* each unit type. Based on templates.
*/
StatisticsTracker.prototype.IncreaseTrainedUnitsCounter = function(trainedUnit)
{
let cmpUnitEntityIdentity = Engine.QueryInterface(trainedUnit, IID_Identity);
if (!cmpUnitEntityIdentity)
return;
let cmpCost = Engine.QueryInterface(trainedUnit, IID_Cost);
let costs = cmpCost && cmpCost.GetResourceCosts();
for (let type of this.unitsClasses)
this.CounterIncrement(cmpUnitEntityIdentity, "unitsTrained", type);
++this.unitsTrained.total;
if (cmpUnitEntityIdentity.HasClass("Domestic") && costs)
for (let type in costs)
this.domesticUnitsTrainedValue += costs[type];
};
/**
* Counts the total number of buildings constructed as well as an individual count for
* each building type. Based on templates.
*/
StatisticsTracker.prototype.IncreaseConstructedBuildingsCounter = function(constructedBuilding)
{
var cmpBuildingEntityIdentity = Engine.QueryInterface(constructedBuilding, IID_Identity);
if (!cmpBuildingEntityIdentity)
return;
for (let type of this.buildingsClasses)
this.CounterIncrement(cmpBuildingEntityIdentity, "buildingsConstructed", type);
++this.buildingsConstructed.total;
};
StatisticsTracker.prototype.KilledEntity = function(targetEntity)
{
var cmpTargetEntityIdentity = Engine.QueryInterface(targetEntity, IID_Identity);
if (!cmpTargetEntityIdentity)
return;
var cmpCost = Engine.QueryInterface(targetEntity, IID_Cost);
var costs = cmpCost && cmpCost.GetResourceCosts();
var cmpTargetOwnership = Engine.QueryInterface(targetEntity, IID_Ownership);
// Ignore gaia
if (cmpTargetOwnership.GetOwner() == 0)
return;
if (cmpTargetEntityIdentity.HasClass("Unit") && !cmpTargetEntityIdentity.HasClass("Domestic"))
{
for (let type of this.unitsClasses)
this.CounterIncrement(cmpTargetEntityIdentity, "enemyUnitsKilled", type);
++this.enemyUnitsKilled.total;
if (costs)
for (let type in costs)
this.enemyUnitsKilledValue += costs[type];
}
let cmpFoundation = Engine.QueryInterface(targetEntity, IID_Foundation);
if (cmpTargetEntityIdentity.HasClass("Structure") && !cmpFoundation)
{
for (let type of this.buildingsClasses)
this.CounterIncrement(cmpTargetEntityIdentity, "enemyBuildingsDestroyed", type);
++this.enemyBuildingsDestroyed.total;
if (costs)
for (let type in costs)
this.enemyBuildingsDestroyedValue += costs[type];
}
};
StatisticsTracker.prototype.LostEntity = function(lostEntity)
{
var cmpLostEntityIdentity = Engine.QueryInterface(lostEntity, IID_Identity);
if (!cmpLostEntityIdentity)
return;
var cmpCost = Engine.QueryInterface(lostEntity, IID_Cost);
var costs = cmpCost && cmpCost.GetResourceCosts();
if (cmpLostEntityIdentity.HasClass("Unit") && !cmpLostEntityIdentity.HasClass("Domestic"))
{
for (let type of this.unitsClasses)
this.CounterIncrement(cmpLostEntityIdentity, "unitsLost", type);
++this.unitsLost.total;
if (costs)
for (let type in costs)
this.unitsLostValue += costs[type];
}
let cmpFoundation = Engine.QueryInterface(lostEntity, IID_Foundation);
if (cmpLostEntityIdentity.HasClass("Structure") && !cmpFoundation)
{
for (let type of this.buildingsClasses)
this.CounterIncrement(cmpLostEntityIdentity, "buildingsLost", type);
++this.buildingsLost.total;
if (costs)
for (let type in costs)
this.buildingsLostValue += costs[type];
}
};
StatisticsTracker.prototype.CapturedEntity = function(capturedEntity)
{
let cmpCapturedEntityIdentity = Engine.QueryInterface(capturedEntity, IID_Identity);
if (!cmpCapturedEntityIdentity)
return;
let cmpCost = Engine.QueryInterface(capturedEntity, IID_Cost);
let costs = cmpCost && cmpCost.GetResourceCosts();
if (cmpCapturedEntityIdentity.HasClass("Unit"))
{
for (let type of this.unitsClasses)
this.CounterIncrement(cmpCapturedEntityIdentity, "unitsCaptured", type);
++this.unitsCaptured.total;
if (costs)
for (let type in costs)
this.unitsCapturedValue += costs[type];
}
if (cmpCapturedEntityIdentity.HasClass("Structure"))
{
for (let type of this.buildingsClasses)
this.CounterIncrement(cmpCapturedEntityIdentity, "buildingsCaptured", type);
++this.buildingsCaptured.total;
if (costs)
for (let type in costs)
this.buildingsCapturedValue += costs[type];
}
};
/**
* @param {string} type - generic type of resource.
* @param {number} amount - amount of resource, whick should be added.
* @param {string} specificType - specific type of resource.
*/
StatisticsTracker.prototype.IncreaseResourceGatheredCounter = function(type, amount, specificType)
{
this.resourcesGathered[type] += amount;
if (type == "food" && (specificType == "fruit" || specificType == "grain"))
this.resourcesGathered.vegetarianFood += amount;
};
/**
* @param {string} type - generic type of resource.
* @param {number} amount - amount of resource, which should be added.
*/
StatisticsTracker.prototype.IncreaseResourceUsedCounter = function(type, amount)
{
this.resourcesUsed[type] += amount;
};
StatisticsTracker.prototype.IncreaseTreasuresCollectedCounter = function()
{
++this.treasuresCollected;
};
StatisticsTracker.prototype.IncreaseLootCollectedCounter = function(amount)
{
for (let type in amount)
this.lootCollected += amount[type];
};
StatisticsTracker.prototype.IncreaseResourcesSoldCounter = function(type, amount)
{
this.resourcesSold[type] += amount;
};
StatisticsTracker.prototype.IncreaseResourcesBoughtCounter = function(type, amount)
{
this.resourcesBought[type] += amount;
};
StatisticsTracker.prototype.IncreaseTributesSentCounter = function(amount)
{
this.tributesSent += amount;
};
StatisticsTracker.prototype.IncreaseTributesReceivedCounter = function(amount)
{
this.tributesReceived += amount;
};
StatisticsTracker.prototype.IncreaseTradeIncomeCounter = function(amount)
{
this.tradeIncome += amount;
};
+StatisticsTracker.prototype.IncreaseSuccessfulBribesCounter = function()
+{
+ ++this.successfulBribes;
+};
+
+StatisticsTracker.prototype.IncreaseFailedBribesCounter = function()
+{
+ ++this.failedBribes;
+};
+
StatisticsTracker.prototype.GetPercentMapExplored = function()
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
return cmpRangeManager.GetPercentMapExplored(cmpPlayer.GetPlayerID());
};
/**
* Note: cmpRangeManager.GetUnionPercentMapExplored computes statistics from scratch!
* As a consequence, this function should not be called too often.
*/
StatisticsTracker.prototype.GetTeamPercentMapExplored = function()
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
if (!cmpPlayer)
return 0;
var team = cmpPlayer.GetTeam();
// If teams are not locked, this statistic won't be displayed, so don't bother computing
if (team == -1 || !cmpPlayer.GetLockTeams())
return cmpRangeManager.GetPercentMapExplored(cmpPlayer.GetPlayerID());
var teamPlayers = [];
for (var i = 1; i < cmpPlayerManager.GetNumPlayers(); ++i)
{
let cmpOtherPlayer = QueryPlayerIDInterface(i);
if (cmpOtherPlayer && cmpOtherPlayer.GetTeam() == team)
teamPlayers.push(i);
}
return cmpRangeManager.GetUnionPercentMapExplored(teamPlayers);
};
StatisticsTracker.prototype.GetPercentMapControlled = function()
{
var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
var cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
if (!cmpPlayer || !cmpTerritoryManager)
return 0;
return cmpTerritoryManager.GetTerritoryPercentage(cmpPlayer.GetPlayerID());
};
StatisticsTracker.prototype.GetTeamPercentMapControlled = function()
{
var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
if (!cmpPlayer || !cmpTerritoryManager)
return 0;
var team = cmpPlayer.GetTeam();
if (team == -1 || !cmpPlayer.GetLockTeams())
return cmpTerritoryManager.GetTerritoryPercentage(cmpPlayer.GetPlayerID());
var teamPercent = 0;
for (let i = 1; i < cmpPlayerManager.GetNumPlayers(); ++i)
{
let cmpOtherPlayer = QueryPlayerIDInterface(i);
if (cmpOtherPlayer && cmpOtherPlayer.GetTeam() == team)
teamPercent += cmpTerritoryManager.GetTerritoryPercentage(i);
}
return teamPercent;
};
StatisticsTracker.prototype.OnTerritoriesChanged = function(msg)
{
var newPercent = this.GetPercentMapControlled();
if (newPercent > this.peakPercentMapControlled)
this.peakPercentMapControlled = newPercent;
newPercent = this.GetTeamPercentMapControlled();
if (newPercent > this.teamPeakPercentMapControlled)
this.teamPeakPercentMapControlled = newPercent;
};
/**
* Adds the values of fromData to the end of the arrays of toData.
* If toData misses the needed array, one will be created.
*
* @param fromData - an object of values or a value.
* @param toData - an object of arrays or an array.
**/
StatisticsTracker.prototype.PushValue = function(fromData, toData)
{
if (typeof fromData == "object")
for (let prop in fromData)
{
if (typeof toData[prop] != "object")
toData[prop] = [fromData[prop]];
else
this.PushValue(fromData[prop], toData[prop]);
}
else
toData.push(fromData);
};
StatisticsTracker.prototype.UpdateSequences = function()
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.sequences.time.push(cmpTimer.GetTime() / 1000);
this.PushValue(this.GetStatistics(), this.sequences);
};
Engine.RegisterComponentType(IID_StatisticsTracker, "StatisticsTracker", StatisticsTracker);
Index: ps/trunk/binaries/data/mods/public/simulation/components/VisionSharing.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/VisionSharing.js (revision 20270)
+++ ps/trunk/binaries/data/mods/public/simulation/components/VisionSharing.js (revision 20271)
@@ -1,173 +1,178 @@
function VisionSharing() {}
VisionSharing.prototype.Schema =
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
VisionSharing.prototype.Init = function()
{
this.activated = false;
this.shared = undefined;
this.spyId = 0;
this.spies = undefined;
};
/**
* As entities have not necessarily the VisionSharing component, it has to be activated
* before use so that the rangeManager can register it
*/
VisionSharing.prototype.Activate = function()
{
if (this.activated)
return;
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() <= 0)
return;
this.shared = new Set([cmpOwnership.GetOwner()]);
Engine.PostMessage(this.entity, MT_VisionSharingChanged,
{ "entity": this.entity, "player": cmpOwnership.GetOwner(), "add": true });
this.activated = true;
};
VisionSharing.prototype.CheckVisionSharings = function()
{
let shared = new Set();
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
let owner = cmpOwnership ? cmpOwnership.GetOwner() : -1;
if (owner >= 0)
{
// The owner has vision
if (owner > 0)
shared.add(owner);
// Vision sharing due to garrisoned units
let cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (cmpGarrisonHolder)
{
for (let ent of cmpGarrisonHolder.GetEntities())
{
let cmpEntOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (!cmpEntOwnership)
continue;
let entOwner = cmpEntOwnership.GetOwner();
if (entOwner > 0 && entOwner != owner)
{
shared.add(entOwner);
// if shared by another player than the owner and not yet activated, do it
this.Activate();
}
}
}
// vision sharing due to spies
if (this.spies)
for (let spy of this.spies.values())
if (spy > 0 && spy != owner)
shared.add(spy);
}
if (!this.activated)
return;
// compare with previous vision sharing, and update if needed
for (let player of shared)
if (!this.shared.has(player))
Engine.PostMessage(this.entity, MT_VisionSharingChanged,
{ "entity": this.entity, "player": player, "add": true });
for (let player of this.shared)
if (!shared.has(player))
Engine.PostMessage(this.entity, MT_VisionSharingChanged,
{ "entity": this.entity, "player": player, "add": false });
this.shared = shared;
};
VisionSharing.prototype.IsBribable = function()
{
return this.template.Bribable == "true";
};
VisionSharing.prototype.OnGarrisonedUnitsChanged = function(msg)
{
this.CheckVisionSharings();
};
VisionSharing.prototype.OnOwnershipChanged = function(msg)
{
if (this.activated)
this.CheckVisionSharings();
};
VisionSharing.prototype.AddSpy = function(player, timeLength)
{
if (!this.IsBribable())
return 0;
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == player || player <= 0)
return 0;
let cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager);
if (!cmpTechnologyManager || !cmpTechnologyManager.CanProduce("special/spy"))
return 0;
let template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate("special/spy");
if (!IncurBribeCost(template, player, cmpOwnership.GetOwner(), false))
return 0;
// If no duration given, take it from the spy template and scale it with the ent vision
// When no duration argument nor in spy template, it is a permanent spy
let duration = timeLength;
if (!duration && template.VisionSharing && template.VisionSharing.Duration)
{
duration = ApplyValueModificationsToTemplate("VisionSharing/Duration", +template.VisionSharing.Duration, player, template);
let cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (cmpVision)
duration *= 60 / Math.max(30, cmpVision.GetRange());
}
if (!this.spies)
this.spies = new Map();
this.spies.set(++this.spyId, player);
if (duration)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.SetTimeout(this.entity, IID_VisionSharing, "RemoveSpy", duration * 1000, { "id": this.spyId });
}
this.Activate();
this.CheckVisionSharings();
+ // update statistics for successful bribes
+ let cmpBribesStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker);
+ if (cmpBribesStatisticsTracker)
+ cmpBribesStatisticsTracker.IncreaseSuccessfulBribesCounter();
+
return this.spyId;
};
VisionSharing.prototype.RemoveSpy = function(data)
{
this.spies.delete(data.id);
this.CheckVisionSharings();
};
/**
* Returns true if this entity share its vision with player
*/
VisionSharing.prototype.ShareVisionWith = function(player)
{
if (this.activated)
return this.shared.has(player);
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
return cmpOwnership && cmpOwnership.GetOwner() == player;
};
Engine.RegisterComponentType(IID_VisionSharing, "VisionSharing", VisionSharing);
Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_VisionSharing.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_VisionSharing.js (revision 20270)
+++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_VisionSharing.js (revision 20271)
@@ -1,177 +1,182 @@
Engine.LoadHelperScript("Player.js");
Engine.LoadHelperScript("ValueModification.js");
Engine.LoadHelperScript("Commands.js");
Engine.LoadComponentScript("interfaces/GarrisonHolder.js");
Engine.LoadComponentScript("interfaces/TechnologyManager.js");
Engine.LoadComponentScript("interfaces/AuraManager.js");
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("interfaces/VisionSharing.js");
+Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
Engine.LoadComponentScript("VisionSharing.js");
const ent = 170;
let template = {
"Bribable": "true"
};
AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
"GetTemplate": (name) => name == "special/spy" ?
({ "Cost": { "Resources": { "wood": 1000 } },
"VisionSharing": { "Duration": 15 } })
: ({})
});
AddMock(ent, IID_GarrisonHolder, {
"GetEntities": () => []
});
AddMock(ent, IID_Ownership, {
"GetOwner": () => 1
});
let cmpVisionSharing = ConstructComponent(ent, "VisionSharing", template);
// Add some entities
AddMock(180, IID_Ownership, {
"GetOwner": () => 2
});
AddMock(181, IID_Ownership, {
"GetOwner": () => 1
});
AddMock(182, IID_Ownership, {
"GetOwner": () => 8
});
AddMock(183, IID_Ownership, {
"GetOwner": () => 2
});
TS_ASSERT_EQUALS(cmpVisionSharing.activated, false);
// Test Activate
cmpVisionSharing.activated = false;
cmpVisionSharing.Activate();
TS_ASSERT_EQUALS(cmpVisionSharing.activated, true);
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.shared], [1]);
// Test CheckVisionSharings
cmpVisionSharing.activated = true;
cmpVisionSharing.shared = new Set([1]);
AddMock(ent, IID_GarrisonHolder, {
"GetEntities": () => [181]
});
Engine.PostMessage = function(id, iid, message)
{
TS_ASSERT(false); // One doesn't send message
};
cmpVisionSharing.CheckVisionSharings();
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.shared], [1]);
cmpVisionSharing.shared = new Set([1, 2, 8]);
AddMock(ent, IID_GarrisonHolder, {
"GetEntities": () => [180]
});
Engine.PostMessage = function(id, iid, message)
{
TS_ASSERT_UNEVAL_EQUALS({ "entity": ent, "player": 8, "add": false }, message);
};
cmpVisionSharing.CheckVisionSharings();
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.shared], [1, 2]);
cmpVisionSharing.shared = new Set([1, 8]);
AddMock(ent, IID_GarrisonHolder, {
"GetEntities": () => [181, 182, 183]
});
Engine.PostMessage = function(id, iid, message)
{
TS_ASSERT_UNEVAL_EQUALS({ "entity": ent, "player": 2, "add": true }, message);
};
cmpVisionSharing.CheckVisionSharings();
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.shared], [1, 8, 2]); // take care of order or sort them
// Test IsBribable
TS_ASSERT(cmpVisionSharing.IsBribable());
// Test RemoveSpy
AddMock(ent, IID_GarrisonHolder, {
"GetEntities": () => []
});
cmpVisionSharing.spies = new Map([[5, 2], [17, 5]]);
cmpVisionSharing.shared = new Set([1, 2, 5]);
Engine.PostMessage = function(id, iid, message)
{
TS_ASSERT_UNEVAL_EQUALS({ "entity": ent, "player": 2, "add": false }, message);
};
cmpVisionSharing.RemoveSpy({ "id": 5 });
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.shared], [1, 5]);
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.spies], [[17, 5]]);
Engine.PostMessage = function(id, iid, message) {};
// Test AddSpy
cmpVisionSharing.spies = new Map([[5, 2], [17, 5]]);
cmpVisionSharing.shared = new Set([1, 2, 5]);
cmpVisionSharing.spyId = 20;
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetPlayerByID": id => 14
});
AddMock(14, IID_TechnologyManager, {
"CanProduce": entity => false,
"ApplyModificationsTemplate": (valueName, curValue, template) => curValue
});
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.shared], [1, 2, 5]);
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.spies], [[5, 2], [17, 5]]);
TS_ASSERT_EQUALS(cmpVisionSharing.spyId, 20);
AddMock(14, IID_TechnologyManager, {
"CanProduce": entity => entity == "special/spy",
"ApplyModificationsTemplate": (valueName, curValue, template) => curValue
});
AddMock(14, IID_Player, {
"GetSpyCostMultiplier": () => 1,
"TrySubtractResources": costs => false
});
+AddMock(4, IID_StatisticsTracker, {
+ "IncreaseSuccessfulBribesCounter": () => {},
+ "IncreaseFailedBribesCounter": () => {}
+});
cmpVisionSharing.AddSpy(4, 25);
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.shared], [1, 2, 5]);
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.spies], [[5, 2], [17, 5]]);
TS_ASSERT_EQUALS(cmpVisionSharing.spyId, 20);
AddMock(14, IID_Player, {
"GetSpyCostMultiplier": () => 1,
"TrySubtractResources": costs => true
});
AddMock(SYSTEM_ENTITY, IID_Timer, {
"SetTimeout": (ent, iid, funcname, time, data) => TS_ASSERT_EQUALS(time, 25 * 1000)
});
cmpVisionSharing.AddSpy(4, 25);
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.shared], [1, 2, 5, 4]);
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.spies], [[5, 2], [17, 5], [21, 4]]);
TS_ASSERT_EQUALS(cmpVisionSharing.spyId, 21);
cmpVisionSharing.spies = new Map([[5, 2], [17, 5]]);
cmpVisionSharing.shared = new Set([1, 2, 5]);
cmpVisionSharing.spyId = 20;
AddMock(ent, IID_Vision, {
"GetRange": () => 48
});
AddMock(SYSTEM_ENTITY, IID_Timer, {
"SetTimeout": (ent, iid, funcname, time, data) => TS_ASSERT_EQUALS(time, 15 * 1000 * 60 / 48)
});
cmpVisionSharing.AddSpy(4);
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.shared], [1, 2, 5, 4]);
TS_ASSERT_UNEVAL_EQUALS([...cmpVisionSharing.spies], [[5, 2], [17, 5], [21, 4]]);
TS_ASSERT_EQUALS(cmpVisionSharing.spyId, 21);
// Test ShareVisionWith
cmpVisionSharing.activated = false;
cmpVisionSharing.shared = undefined;
TS_ASSERT(cmpVisionSharing.ShareVisionWith(1));
TS_ASSERT(!cmpVisionSharing.ShareVisionWith(2));
cmpVisionSharing.activated = true;
cmpVisionSharing.shared = new Set([1, 2, 8]);
TS_ASSERT(cmpVisionSharing.ShareVisionWith(1));
TS_ASSERT(cmpVisionSharing.ShareVisionWith(2));
TS_ASSERT(!cmpVisionSharing.ShareVisionWith(3));
TS_ASSERT(!cmpVisionSharing.ShareVisionWith(0));
Index: ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js (revision 20270)
+++ ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js (revision 20271)
@@ -1,1729 +1,1733 @@
// Setting this to true will display some warnings when commands
// are likely to fail, which may be useful for debugging AIs
var g_DebugCommands = false;
function ProcessCommand(player, cmd)
{
let data = {
"cmpPlayerManager": Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager)
};
if (!data.cmpPlayerManager || player < 0)
return;
data.playerEnt = data.cmpPlayerManager.GetPlayerByID(player);
if (data.playerEnt == INVALID_ENTITY)
return;
data.cmpPlayer = Engine.QueryInterface(data.playerEnt, IID_Player);
if (!data.cmpPlayer)
return;
data.controlAllUnits = data.cmpPlayer.CanControlAllUnits();
if (cmd.entities)
data.entities = FilterEntityList(cmd.entities, player, data.controlAllUnits);
// Allow focusing the camera on recent commands
let commandData = {
"type": "playercommand",
"players": [player],
"cmd": cmd
};
// Save the position, since the GUI event is received after the unit died
if (cmd.type == "delete-entities")
{
let cmpPosition = cmd.entities[0] && Engine.QueryInterface(cmd.entities[0], IID_Position);
commandData.position = cmpPosition && cmpPosition.IsInWorld() && cmpPosition.GetPosition2D();
}
let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification(commandData);
// Note: checks of UnitAI targets are not robust enough here, as ownership
// can change after the order is issued, they should be checked by UnitAI
// when the specific behavior (e.g. attack, garrison) is performed.
// (Also it's not ideal if a command silently fails, it's nicer if UnitAI
// moves the entities closer to the target before giving up.)
// Now handle various commands
if (g_Commands[cmd.type])
{
var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.CallEvent("PlayerCommand", { "player": player, "cmd": cmd });
g_Commands[cmd.type](player, cmd, data);
}
else
error("Invalid command: unknown command type: "+uneval(cmd));
}
var g_Commands = {
"debug-print": function(player, cmd, data)
{
print(cmd.message);
},
"chat": function(player, cmd, data)
{
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({ "type": cmd.type, "players": [player], "message": cmd.message });
},
"aichat": function(player, cmd, data)
{
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
var notification = { "players": [player] };
for (var key in cmd)
notification[key] = cmd[key];
cmpGuiInterface.PushNotification(notification);
},
"cheat": function(player, cmd, data)
{
Cheat(cmd);
},
"diplomacy": function(player, cmd, data)
{
let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager);
if (data.cmpPlayer.GetLockTeams() ||
cmpCeasefireManager && cmpCeasefireManager.IsCeasefireActive())
return;
switch(cmd.to)
{
case "ally":
data.cmpPlayer.SetAlly(cmd.player);
break;
case "neutral":
data.cmpPlayer.SetNeutral(cmd.player);
break;
case "enemy":
data.cmpPlayer.SetEnemy(cmd.player);
break;
default:
warn("Invalid command: Could not set "+player+" diplomacy status of player "+cmd.player+" to "+cmd.to);
}
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "diplomacy",
"players": [player],
"targetPlayer": cmd.player,
"status": cmd.to
});
},
"tribute": function(player, cmd, data)
{
data.cmpPlayer.TributeResource(cmd.player, cmd.amounts);
},
"control-all": function(player, cmd, data)
{
if (!data.cmpPlayer.GetCheatsEnabled())
return;
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "aichat",
"players": [player],
"message": markForTranslation("(Cheat - control all units)")
});
data.cmpPlayer.SetControlAllUnits(cmd.flag);
},
"reveal-map": function(player, cmd, data)
{
if (!data.cmpPlayer.GetCheatsEnabled())
return;
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "aichat",
"players": [player],
"message": markForTranslation("(Cheat - reveal map)")
});
// Reveal the map for all players, not just the current player,
// primarily to make it obvious to everyone that the player is cheating
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetLosRevealAll(-1, cmd.enable);
},
"walk": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Walk(cmd.x, cmd.z, cmd.queued);
});
},
"walk-to-range": function(player, cmd, data)
{
// Only used by the AI
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.WalkToPointRange(cmd.x, cmd.z, cmd.min, cmd.max, cmd.queued);
}
},
"attack-walk": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.WalkAndFight(cmd.x, cmd.z, cmd.targetClasses, cmd.queued);
});
},
"attack": function(player, cmd, data)
{
let allowCapture = cmd.allowCapture || cmd.allowCapture == null;
if (g_DebugCommands && !allowCapture &&
!(IsOwnedByEnemyOfPlayer(player, cmd.target) || IsOwnedByNeutralOfPlayer(player, cmd.target)))
warn("Invalid command: attack target is not owned by enemy of player "+player+": "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Attack(cmd.target, cmd.queued, allowCapture);
});
},
"patrol": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI =>
cmpUnitAI.Patrol(cmd.x, cmd.z, cmd.targetClasses, cmd.queued)
);
},
"heal": function(player, cmd, data)
{
if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByAllyOfPlayer(player, cmd.target)))
warn("Invalid command: heal target is not owned by player "+player+" or their ally: "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Heal(cmd.target, cmd.queued);
});
},
"repair": function(player, cmd, data)
{
// This covers both repairing damaged buildings, and constructing unfinished foundations
if (g_DebugCommands && !IsOwnedByAllyOfPlayer(player, cmd.target))
warn("Invalid command: repair target is not owned by ally of player "+player+": "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Repair(cmd.target, cmd.autocontinue, cmd.queued);
});
},
"gather": function(player, cmd, data)
{
if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByGaia(cmd.target)))
warn("Invalid command: resource is not owned by gaia or player "+player+": "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Gather(cmd.target, cmd.queued);
});
},
"gather-near-position": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.GatherNearPosition(cmd.x, cmd.z, cmd.resourceType, cmd.resourceTemplate, cmd.queued);
});
},
"returnresource": function(player, cmd, data)
{
if (g_DebugCommands && !IsOwnedByPlayer(player, cmd.target))
warn("Invalid command: dropsite is not owned by player "+player+": "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.ReturnResource(cmd.target, cmd.queued);
});
},
"back-to-work": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if(!cmpUnitAI || !cmpUnitAI.BackToWork())
notifyBackToWorkFailure(player);
}
},
"remove-guard": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.RemoveGuard();
}
},
"train": function(player, cmd, data)
{
if (!Number.isInteger(cmd.count) || cmd.count <= 0)
{
warn("Invalid command: can't train " + uneval(cmd.count) + " units");
return;
}
// Check entity limits
var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(cmd.template);
var unitCategory = null;
if (template.TrainingRestrictions)
unitCategory = template.TrainingRestrictions.Category;
// Verify that the building(s) can be controlled by the player
if (data.entities.length <= 0)
{
if (g_DebugCommands)
warn("Invalid command: training building(s) cannot be controlled by player "+player+": "+uneval(cmd));
return;
}
for (let ent of data.entities)
{
if (unitCategory)
{
var cmpPlayerEntityLimits = QueryOwnerInterface(ent, IID_EntityLimits);
if (!cmpPlayerEntityLimits.AllowedToTrain(unitCategory, cmd.count))
{
if (g_DebugCommands)
warn(unitCategory + " train limit is reached: " + uneval(cmd));
continue;
}
}
var cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager);
if (!cmpTechnologyManager.CanProduce(cmd.template))
{
if (g_DebugCommands)
warn("Invalid command: training requires unresearched technology: " + uneval(cmd));
continue;
}
var queue = Engine.QueryInterface(ent, IID_ProductionQueue);
// Check if the building can train the unit
// TODO: the AI API does not take promotion technologies into account for the list
// of trainable units (taken directly from the unit template). Here is a temporary fix.
if (queue && data.cmpPlayer.IsAI())
{
var list = queue.GetEntitiesList();
if (list.indexOf(cmd.template) === -1 && cmd.promoted)
{
for (var promoted of cmd.promoted)
{
if (list.indexOf(promoted) === -1)
continue;
cmd.template = promoted;
break;
}
}
}
if (queue && queue.GetEntitiesList().indexOf(cmd.template) != -1)
if ("metadata" in cmd)
queue.AddBatch(cmd.template, "unit", +cmd.count, cmd.metadata);
else
queue.AddBatch(cmd.template, "unit", +cmd.count);
}
},
"research": function(player, cmd, data)
{
if (!CanControlUnit(cmd.entity, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: research building cannot be controlled by player "+player+": "+uneval(cmd));
return;
}
var cmpTechnologyManager = QueryOwnerInterface(cmd.entity, IID_TechnologyManager);
if (!cmpTechnologyManager.CanResearch(cmd.template))
{
if (g_DebugCommands)
warn("Invalid command: Requirements to research technology are not met: " + uneval(cmd));
return;
}
var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue);
if (queue)
queue.AddBatch(cmd.template, "technology");
},
"stop-production": function(player, cmd, data)
{
if (!CanControlUnit(cmd.entity, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: production building cannot be controlled by player "+player+": "+uneval(cmd));
return;
}
var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue);
if (queue)
queue.RemoveBatch(cmd.id);
},
"construct": function(player, cmd, data)
{
TryConstructBuilding(player, data.cmpPlayer, data.controlAllUnits, cmd);
},
"construct-wall": function(player, cmd, data)
{
TryConstructWall(player, data.cmpPlayer, data.controlAllUnits, cmd);
},
"delete-entities": function(player, cmd, data)
{
for (let ent of data.entities)
{
let cmpHealth = QueryMiragedInterface(ent, IID_Health);
if (!data.controlAllUnits)
{
if (cmpHealth && cmpHealth.IsUndeletable())
continue;
let cmpCapturable = QueryMiragedInterface(ent, IID_Capturable);
if (cmpCapturable &&
cmpCapturable.GetCapturePoints()[player] < cmpCapturable.GetMaxCapturePoints() / 2)
continue;
let cmpResourceSupply = QueryMiragedInterface(ent, IID_ResourceSupply);
if (cmpResourceSupply && cmpResourceSupply.GetKillBeforeGather())
continue;
}
let cmpMirage = Engine.QueryInterface(ent, IID_Mirage);
if (cmpMirage)
{
let cmpMiragedHealth = Engine.QueryInterface(cmpMirage.parent, IID_Health);
if (cmpMiragedHealth)
cmpMiragedHealth.Kill();
else
Engine.DestroyEntity(cmpMirage.parent);
Engine.DestroyEntity(ent);
}
else if (cmpHealth)
cmpHealth.Kill();
else
Engine.DestroyEntity(ent);
}
},
"set-rallypoint": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
{
if (!cmd.queued)
cmpRallyPoint.Unset();
cmpRallyPoint.AddPosition(cmd.x, cmd.z);
cmpRallyPoint.AddData(clone(cmd.data));
}
}
},
"unset-rallypoint": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
cmpRallyPoint.Reset();
}
},
"resign": function(player, cmd, data)
{
let cmpPlayer = QueryPlayerIDInterface(player);
if (cmpPlayer)
cmpPlayer.SetState("defeated", markForTranslation("%(player)s has resigned."));
},
"garrison": function(player, cmd, data)
{
// Verify that the building can be controlled by the player or is mutualAlly
if (!CanControlUnitOrIsAlly(cmd.target, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: garrison target cannot be controlled by player "+player+" (or ally): "+uneval(cmd));
return;
}
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Garrison(cmd.target, cmd.queued);
});
},
"guard": function(player, cmd, data)
{
// Verify that the target can be controlled by the player or is mutualAlly
if (!CanControlUnitOrIsAlly(cmd.target, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: guard/escort target cannot be controlled by player "+player+": "+uneval(cmd));
return;
}
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Guard(cmd.target, cmd.queued);
});
},
"stop": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Stop(cmd.queued);
});
},
"unload": function(player, cmd, data)
{
// Verify that the building can be controlled by the player or is mutualAlly
if (!CanControlUnitOrIsAlly(cmd.garrisonHolder, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: unload target cannot be controlled by player "+player+" (or ally): "+uneval(cmd));
return;
}
var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder);
var notUngarrisoned = 0;
// The owner can ungarrison every garrisoned unit
if (IsOwnedByPlayer(player, cmd.garrisonHolder))
data.entities = cmd.entities;
for (let ent of data.entities)
if (!cmpGarrisonHolder || !cmpGarrisonHolder.Unload(ent))
++notUngarrisoned;
if (notUngarrisoned != 0)
notifyUnloadFailure(player, cmd.garrisonHolder);
},
"unload-template": function(player, cmd, data)
{
var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits);
for (let garrisonHolder of entities)
{
var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);
if (cmpGarrisonHolder)
{
// Only the owner of the garrisonHolder may unload entities from any owners
if (!IsOwnedByPlayer(player, garrisonHolder) && !data.controlAllUnits
&& player != +cmd.owner)
continue;
if (!cmpGarrisonHolder.UnloadTemplate(cmd.template, cmd.owner, cmd.all))
notifyUnloadFailure(player, garrisonHolder);
}
}
},
"unload-all-by-owner": function(player, cmd, data)
{
var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits);
for (let garrisonHolder of entities)
{
var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);
if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAllByOwner(player))
notifyUnloadFailure(player, garrisonHolder);
}
},
"unload-all": function(player, cmd, data)
{
var entities = FilterEntityList(cmd.garrisonHolders, player, data.controlAllUnits);
for (let garrisonHolder of entities)
{
var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);
if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAll())
notifyUnloadFailure(player, garrisonHolder);
}
},
"increase-alert-level": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
if (!cmpAlertRaiser || !cmpAlertRaiser.IncreaseAlertLevel())
notifyAlertFailure(player);
}
},
"alert-end": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
if (cmpAlertRaiser)
cmpAlertRaiser.EndOfAlert();
}
},
"formation": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player, cmd.name).forEach(cmpUnitAI => {
cmpUnitAI.MoveIntoFormation(cmd);
});
},
"promote": function(player, cmd, data)
{
if (!data.cmpPlayer.GetCheatsEnabled())
return;
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "aichat",
"players": [player],
"message": markForTranslation("(Cheat - promoted units)"),
"translateMessage": true
});
for (let ent of cmd.entities)
{
var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion);
if (cmpPromotion)
cmpPromotion.IncreaseXp(cmpPromotion.GetRequiredXp() - cmpPromotion.GetCurrentXp());
}
},
"stance": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI && !cmpUnitAI.IsTurret())
cmpUnitAI.SwitchToStance(cmd.name);
}
},
"lock-gate": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpGate = Engine.QueryInterface(ent, IID_Gate);
if (!cmpGate)
continue;
if (cmd.lock)
cmpGate.LockGate();
else
cmpGate.UnlockGate();
}
},
"setup-trade-route": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.SetupTradeRoute(cmd.target, cmd.source, cmd.route, cmd.queued);
});
},
"set-trading-goods": function(player, cmd, data)
{
data.cmpPlayer.SetTradingGoods(cmd.tradingGoods);
},
"barter": function(player, cmd, data)
{
var cmpBarter = Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter);
cmpBarter.ExchangeResources(data.playerEnt, cmd.sell, cmd.buy, cmd.amount);
},
"set-shading-color": function(player, cmd, data)
{
// Prevent multiplayer abuse
if (!data.cmpPlayer.IsAI())
return;
// Debug command to make an entity brightly colored
for (let ent of cmd.entities)
{
var cmpVisual = Engine.QueryInterface(ent, IID_Visual);
if (cmpVisual)
cmpVisual.SetShadingColor(cmd.rgb[0], cmd.rgb[1], cmd.rgb[2], 0); // alpha isn't used so just send 0
}
},
"pack": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpUnitAI)
continue;
if (cmd.pack)
cmpUnitAI.Pack(cmd.queued);
else
cmpUnitAI.Unpack(cmd.queued);
}
},
"cancel-pack": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpUnitAI)
continue;
if (cmd.pack)
cmpUnitAI.CancelPack(cmd.queued);
else
cmpUnitAI.CancelUnpack(cmd.queued);
}
},
"upgrade": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade);
if (!cmpUpgrade || !cmpUpgrade.CanUpgradeTo(cmd.template))
continue;
if (cmpUpgrade.WillCheckPlacementRestrictions(cmd.template) && ObstructionsBlockingTemplateChange(ent, cmd.template))
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [data.cmpPlayer.GetPlayerID()],
"message": markForTranslation("Cannot upgrade as distance requirements are not verified or terrain is obstructed.")
});
continue;
}
if (!CanGarrisonedChangeTemplate(ent, cmd.template))
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [data.cmpPlayer.GetPlayerID()],
"message": markForTranslation("Cannot upgrade a garrisoned entity.")
});
continue;
}
// Check entity limits
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTemplateManager.GetTemplate(cmd.template);
var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits);
if (template.TrainingRestrictions && !cmpEntityLimits.AllowedToTrain(template.TrainingRestrictions.Category, 1) ||
template.BuildRestrictions && !cmpEntityLimits.AllowedToBuild(template.BuildRestrictions.Category))
{
if (g_DebugCommands)
warn("Invalid command: build limits check failed for player " + player + ": " + uneval(cmd));
continue;
}
var cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager);
if (cmpUpgrade.GetRequiredTechnology(cmd.template) && !cmpTechnologyManager.IsTechnologyResearched(cmpUpgrade.GetRequiredTechnology(cmd.template)))
{
if (g_DebugCommands)
warn("Invalid command: upgrading requires unresearched technology: " + uneval(cmd));
continue;
}
cmpUpgrade.Upgrade(cmd.template, data.cmpPlayer);
}
},
"cancel-upgrade": function(player, cmd, data)
{
for (let ent of data.entities)
{
let cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade);
if (cmpUpgrade)
cmpUpgrade.CancelUpgrade(data.cmpPlayer.playerID);
}
},
"attack-request": function(player, cmd, data)
{
// Send a chat message to human players
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "aichat",
"players": [player],
"message": "/allies " + markForTranslation("Attack against %(_player_)s requested."),
"translateParameters": ["_player_"],
"parameters": { "_player_": cmd.player }
});
// And send an attackRequest event to the AIs
let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
if (cmpAIInterface)
cmpAIInterface.PushEvent("AttackRequest", cmd);
},
"spy-request": function(player, cmd, data)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let ent = pickRandom(cmpRangeManager.GetEntitiesByPlayer(cmd.player).filter(ent => {
let cmpVisionSharing = Engine.QueryInterface(ent, IID_VisionSharing);
return cmpVisionSharing && cmpVisionSharing.IsBribable() && !cmpVisionSharing.ShareVisionWith(player);
}));
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
if (ent)
{
Engine.QueryInterface(ent, IID_VisionSharing).AddSpy(cmd.source);
cmpGUIInterface.PushNotification({
"type": "spy-response",
"players": [player],
"entity": ent
});
}
else
{
let template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate("special/spy");
IncurBribeCost(template, player, cmd.player, true);
+ // update statistics for failed bribes
+ let cmpBribesStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker);
+ if (cmpBribesStatisticsTracker)
+ cmpBribesStatisticsTracker.IncreaseFailedBribesCounter();
cmpGUIInterface.PushNotification({
"type": "text",
"players": [player],
"message": markForTranslation("There are no bribable units"),
"translateMessage": true
});
}
},
"diplomacy-request": function(player, cmd, data)
{
let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
if (cmpAIInterface)
cmpAIInterface.PushEvent("DiplomacyRequest", cmd);
},
"tribute-request": function(player, cmd, data)
{
let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
if (cmpAIInterface)
cmpAIInterface.PushEvent("TributeRequest", cmd);
},
"dialog-answer": function(player, cmd, data)
{
// Currently nothing. Triggers can read it anyway, and send this
// message to any component you like.
},
"set-dropsite-sharing": function(player, cmd, data)
{
for (let ent of data.entities)
{
let cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
if (cmpResourceDropsite && cmpResourceDropsite.IsSharable())
cmpResourceDropsite.SetSharing(cmd.shared);
}
},
};
/**
* Sends a GUI notification about unit(s) that failed to ungarrison.
*/
function notifyUnloadFailure(player, garrisonHolder)
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "text",
"players": [player],
"message": markForTranslation("Unable to ungarrison unit(s)"),
"translateMessage": true
});
}
/**
* Sends a GUI notification about worker(s) that failed to go back to work.
*/
function notifyBackToWorkFailure(player)
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "text",
"players": [player],
"message": markForTranslation("Some unit(s) can't go back to work"),
"translateMessage": true
});
}
/**
* Sends a GUI notification about Alerts that failed to be raised
*/
function notifyAlertFailure(player)
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "text",
"players": [player],
"message": "You can't raise the alert to a higher level!",
"translateMessage": true
});
}
/**
* Get some information about the formations used by entities.
* The entities must have a UnitAI component.
*/
function ExtractFormations(ents)
{
var entities = []; // subset of ents that have UnitAI
var members = {}; // { formationentity: [ent, ent, ...], ... }
for (let ent of ents)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
var fid = cmpUnitAI.GetFormationController();
if (fid != INVALID_ENTITY)
{
if (!members[fid])
members[fid] = [];
members[fid].push(ent);
}
entities.push(ent);
}
var ids = [ id for (id in members) ];
return { "entities": entities, "members": members, "ids": ids };
}
/**
* Tries to find the best angle to put a dock at a given position
* Taken from GuiInterface.js
*/
function GetDockAngle(template, x, z)
{
var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
var cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager);
if (!cmpTerrain || !cmpWaterManager)
return undefined;
// Get footprint size
var halfSize = 0;
if (template.Footprint.Square)
halfSize = Math.max(template.Footprint.Square["@depth"], template.Footprint.Square["@width"])/2;
else if (template.Footprint.Circle)
halfSize = template.Footprint.Circle["@radius"];
/* Find direction of most open water, algorithm:
* 1. Pick points in a circle around dock
* 2. If point is in water, add to array
* 3. Scan array looking for consecutive points
* 4. Find longest sequence of consecutive points
* 5. If sequence equals all points, no direction can be determined,
* expand search outward and try (1) again
* 6. Calculate angle using average of sequence
*/
const numPoints = 16;
for (var dist = 0; dist < 4; ++dist)
{
var waterPoints = [];
for (var i = 0; i < numPoints; ++i)
{
var angle = (i/numPoints)*2*Math.PI;
var d = halfSize*(dist+1);
var nx = x - d*Math.sin(angle);
var nz = z + d*Math.cos(angle);
if (cmpTerrain.GetGroundLevel(nx, nz) < cmpWaterManager.GetWaterLevel(nx, nz))
waterPoints.push(i);
}
var consec = [];
var length = waterPoints.length;
if (!length)
continue;
for (var i = 0; i < length; ++i)
{
var count = 0;
for (let j = 0; j < length - 1; ++j)
{
if ((waterPoints[(i + j) % length] + 1) % numPoints == waterPoints[(i + j + 1) % length])
++count;
else
break;
}
consec[i] = count;
}
var start = 0;
var count = 0;
for (var c in consec)
{
if (consec[c] > count)
{
start = c;
count = consec[c];
}
}
// If we've found a shoreline, stop searching
if (count != numPoints-1)
return -((waterPoints[start] + consec[start]/2) % numPoints) / numPoints * 2 * Math.PI;
}
return undefined;
}
/**
* Attempts to construct a building using the specified parameters.
* Returns true on success, false on failure.
*/
function TryConstructBuilding(player, cmpPlayer, controlAllUnits, cmd)
{
// Message structure:
// {
// "type": "construct",
// "entities": [...], // entities that will be ordered to construct the building (if applicable)
// "template": "...", // template name of the entity being constructed
// "x": ...,
// "z": ...,
// "angle": ...,
// "metadata": "...", // AI metadata of the building
// "actorSeed": ...,
// "autorepair": true, // whether to automatically start constructing/repairing the new foundation
// "autocontinue": true, // whether to automatically gather/build/etc after finishing this
// "queued": true, // whether to add the construction/repairing of this foundation to entities' queue (if applicable)
// "obstructionControlGroup": ..., // Optional; the obstruction control group ID that should be set for this building prior to obstruction
// // testing to determine placement validity. If specified, must be a valid control group ID (> 0).
// "obstructionControlGroup2": ..., // Optional; secondary obstruction control group ID that should be set for this building prior to obstruction
// // testing to determine placement validity. May be INVALID_ENTITY.
// }
/*
* Construction process:
* . Take resources away immediately.
* . Create a foundation entity with 1hp, 0% build progress.
* . Increase hp and build progress up to 100% when people work on it.
* . If it's destroyed, an appropriate fraction of the resource cost is refunded.
* . If it's completed, it gets replaced with the real building.
*/
// Check whether we can control these units
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
if (!entities.length)
return false;
var foundationTemplate = "foundation|" + cmd.template;
// Tentatively create the foundation (we might find later that it's a invalid build command)
var ent = Engine.AddEntity(foundationTemplate);
if (ent == INVALID_ENTITY)
{
// Error (e.g. invalid template names)
error("Error creating foundation entity for '" + cmd.template + "'");
return false;
}
// If it's a dock, get the right angle.
var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(cmd.template);
var angle = cmd.angle;
if (template.BuildRestrictions.PlacementType === "shore")
{
let angleDock = GetDockAngle(template, cmd.x, cmd.z);
if (angleDock !== undefined)
angle = angleDock;
}
// Move the foundation to the right place
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
cmpPosition.JumpTo(cmd.x, cmd.z);
cmpPosition.SetYRotation(angle);
// Set the obstruction control group if needed
if (cmd.obstructionControlGroup || cmd.obstructionControlGroup2)
{
var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
// primary control group must always be valid
if (cmd.obstructionControlGroup)
{
if (cmd.obstructionControlGroup <= 0)
warn("[TryConstructBuilding] Invalid primary obstruction control group " + cmd.obstructionControlGroup + " received; must be > 0");
cmpObstruction.SetControlGroup(cmd.obstructionControlGroup);
}
if (cmd.obstructionControlGroup2)
cmpObstruction.SetControlGroup2(cmd.obstructionControlGroup2);
}
// Make it owned by the current player
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
cmpOwnership.SetOwner(player);
// Check whether building placement is valid
var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
if (cmpBuildRestrictions)
{
var ret = cmpBuildRestrictions.CheckPlacement();
if (!ret.success)
{
if (g_DebugCommands)
warn("Invalid command: build restrictions check failed with '"+ret.message+"' for player "+player+": "+uneval(cmd));
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
ret.players = [player];
cmpGuiInterface.PushNotification(ret);
// Remove the foundation because the construction was aborted
// move it out of world because it's not destroyed immediately.
cmpPosition.MoveOutOfWorld();
Engine.DestroyEntity(ent);
return false;
}
}
else
error("cmpBuildRestrictions not defined");
// Check entity limits
var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits);
if (cmpEntityLimits && !cmpEntityLimits.AllowedToBuild(cmpBuildRestrictions.GetCategory()))
{
if (g_DebugCommands)
warn("Invalid command: build limits check failed for player "+player+": "+uneval(cmd));
// Remove the foundation because the construction was aborted
cmpPosition.MoveOutOfWorld();
Engine.DestroyEntity(ent);
return false;
}
var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager);
if (cmpTechnologyManager && !cmpTechnologyManager.CanProduce(cmd.template))
{
if (g_DebugCommands)
warn("Invalid command: required technology check failed for player "+player+": "+uneval(cmd));
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "text",
"players": [player],
"message": markForTranslation("The building's technology requirements are not met."),
"translateMessage": true
});
// Remove the foundation because the construction was aborted
cmpPosition.MoveOutOfWorld();
Engine.DestroyEntity(ent);
}
// We need the cost after tech and aura modifications
// To calculate this with an entity requires ownership, so use the template instead
let cmpCost = Engine.QueryInterface(ent, IID_Cost);
let costs = cmpCost.GetResourceCosts(player);
if (!cmpPlayer.TrySubtractResources(costs))
{
if (g_DebugCommands)
warn("Invalid command: building cost check failed for player "+player+": "+uneval(cmd));
Engine.DestroyEntity(ent);
cmpPosition.MoveOutOfWorld();
return false;
}
var cmpVisual = Engine.QueryInterface(ent, IID_Visual);
if (cmpVisual && cmd.actorSeed !== undefined)
cmpVisual.SetActorSeed(cmd.actorSeed);
// Initialise the foundation
var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
cmpFoundation.InitialiseConstruction(player, cmd.template);
// send Metadata info if any
if (cmd.metadata)
Engine.PostMessage(ent, MT_AIMetadata, { "id": ent, "metadata" : cmd.metadata, "owner" : player } );
// Tell the units to start building this new entity
if (cmd.autorepair)
{
ProcessCommand(player, {
"type": "repair",
"entities": entities,
"target": ent,
"autocontinue": cmd.autocontinue,
"queued": cmd.queued
});
}
return ent;
}
function TryConstructWall(player, cmpPlayer, controlAllUnits, cmd)
{
// 'cmd' message structure:
// {
// "type": "construct-wall",
// "entities": [...], // entities that will be ordered to construct the wall (if applicable)
// "pieces": [ // ordered list of information about the pieces making up the wall (towers, wall segments, ...)
// {
// "template": "...", // one of the templates from the wallset
// "x": ...,
// "z": ...,
// "angle": ...,
// },
// ...
// ],
// "wallSet": {
// "templates": {
// "tower": // tower template name
// "long": // long wall segment template name
// ... // etc.
// },
// "maxTowerOverlap": ...,
// "minTowerOverlap": ...,
// },
// "startSnappedEntity": // optional; entity ID of tower being snapped to at the starting side of the wall
// "endSnappedEntity": // optional; entity ID of tower being snapped to at the ending side of the wall
// "autorepair": true, // whether to automatically start constructing/repairing the new foundation
// "autocontinue": true, // whether to automatically gather/build/etc after finishing this
// "queued": true, // whether to add the construction/repairing of this wall's pieces to entities' queue (if applicable)
// }
if (cmd.pieces.length <= 0)
return;
if (cmd.startSnappedEntity && cmd.pieces[0].template == cmd.wallSet.templates.tower)
{
error("[TryConstructWall] Starting wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the starting side");
return;
}
if (cmd.endSnappedEntity && cmd.pieces[cmd.pieces.length - 1].template == cmd.wallSet.templates.tower)
{
error("[TryConstructWall] Ending wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the ending side");
return;
}
// Assign obstruction control groups to allow the wall pieces to mutually overlap during foundation placement
// and during construction. The scheme here is that whatever wall pieces are inbetween two towers inherit the control
// groups of both of the towers they are connected to (either newly constructed ones as part of the wall, or existing
// towers in the case of snapping). The towers themselves all keep their default unique control groups.
// To support this, every non-tower piece registers the entity ID of the towers (or foundations thereof) that neighbour
// it on either side. Specifically, each non-tower wall piece has its primary control group set equal to that of the
// first tower encountered towards the starting side of the wall, and its secondary control group set equal to that of
// the first tower encountered towards the ending side of the wall (if any).
// We can't build the whole wall at once by linearly stepping through the wall pieces and build them, because the
// wall segments may/will need the entity IDs of towers that come afterwards. So, build it in two passes:
//
// FIRST PASS:
// - Go from start to end and construct wall piece foundations as far as we can without running into a piece that
// cannot be built (e.g. because it is obstructed). At each non-tower, set the most recently built tower's ID
// as the primary control group, thus allowing it to be built overlapping the previous piece.
// - If we encounter a new tower along the way (which will gain its own control group), do the following:
// o First build it using temporarily the same control group of the previous (non-tower) piece
// o Set the previous piece's secondary control group to the tower's entity ID
// o Restore the primary control group of the constructed tower back its original (unique) value.
// The temporary control group is necessary to allow the newer tower with its unique control group ID to be able
// to be placed while overlapping the previous piece.
//
// SECOND PASS:
// - Go end to start from the last successfully placed wall piece (which might be a tower we backtracked to), this
// time registering the right neighbouring tower in each non-tower piece.
// first pass; L -> R
var lastTowerIndex = -1; // index of the last tower we've encountered in cmd.pieces
var lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces
// If we're snapping to an existing entity at the starting end, set lastTowerControlGroup to its control group ID so that
// the first wall piece can be built while overlapping it.
if (cmd.startSnappedEntity)
{
var cmpSnappedStartObstruction = Engine.QueryInterface(cmd.startSnappedEntity, IID_Obstruction);
if (!cmpSnappedStartObstruction)
{
error("[TryConstructWall] Snapped entity on starting side does not have an obstruction component");
return;
}
lastTowerControlGroup = cmpSnappedStartObstruction.GetControlGroup();
//warn("setting lastTowerControlGroup to control group of start snapped entity " + cmd.startSnappedEntity + ": " + lastTowerControlGroup);
}
var i = 0;
var queued = cmd.queued;
var pieces = clone(cmd.pieces);
for (; i < pieces.length; ++i)
{
var piece = pieces[i];
// All wall pieces after the first must be queued.
if (i > 0 && !queued)
queued = true;
// 'lastTowerControlGroup' must always be defined and valid here, except if we're at the first piece and we didn't do
// start position snapping (implying that the first entity we build must be a tower)
if (lastTowerControlGroup === null || lastTowerControlGroup == INVALID_ENTITY)
{
if (!(i == 0 && piece.template == cmd.wallSet.templates.tower && !cmd.startSnappedEntity))
{
error("[TryConstructWall] Expected last tower control group to be available, none found (1st pass, iteration " + i + ")");
break;
}
}
var constructPieceCmd = {
"type": "construct",
"entities": cmd.entities,
"template": piece.template,
"x": piece.x,
"z": piece.z,
"angle": piece.angle,
"autorepair": cmd.autorepair,
"autocontinue": cmd.autocontinue,
"queued": queued,
// Regardless of whether we're building a tower or an intermediate wall piece, it is always (first) constructed
// using the control group of the last tower (see comments above).
"obstructionControlGroup": lastTowerControlGroup,
};
// If we're building the last piece and we're attaching to a snapped entity, we need to add in the snapped entity's
// control group directly at construction time (instead of setting it in the second pass) to allow it to be built
// while overlapping the snapped entity.
if (i == pieces.length - 1 && cmd.endSnappedEntity)
{
var cmpEndSnappedObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction);
if (cmpEndSnappedObstruction)
constructPieceCmd.obstructionControlGroup2 = cmpEndSnappedObstruction.GetControlGroup();
}
var pieceEntityId = TryConstructBuilding(player, cmpPlayer, controlAllUnits, constructPieceCmd);
if (pieceEntityId)
{
// wall piece foundation successfully built, save the entity ID in the piece info object so we can reference it later
piece.ent = pieceEntityId;
// if we built a tower, do the control group dance (see outline above) and update lastTowerControlGroup and lastTowerIndex
if (piece.template == cmd.wallSet.templates.tower)
{
var cmpTowerObstruction = Engine.QueryInterface(pieceEntityId, IID_Obstruction);
var newTowerControlGroup = pieceEntityId;
if (i > 0)
{
//warn(" updating previous wall piece's secondary control group to " + newTowerControlGroup);
var cmpPreviousObstruction = Engine.QueryInterface(pieces[i-1].ent, IID_Obstruction);
// TODO: ensure that cmpPreviousObstruction exists
// TODO: ensure that the previous obstruction does not yet have a secondary control group set
cmpPreviousObstruction.SetControlGroup2(newTowerControlGroup);
}
// TODO: ensure that cmpTowerObstruction exists
cmpTowerObstruction.SetControlGroup(newTowerControlGroup); // give the tower its own unique control group
lastTowerIndex = i;
lastTowerControlGroup = newTowerControlGroup;
}
}
else // failed to build wall piece, abort
break;
}
var lastBuiltPieceIndex = i - 1;
var wallComplete = (lastBuiltPieceIndex == pieces.length - 1);
// At this point, 'i' is the index of the last wall piece that was successfully constructed (which may or may not be a tower).
// Now do the second pass going right-to-left, registering the control groups of the towers to the right of each piece (if any)
// as their secondary control groups.
lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces
// only start off with the ending side's snapped tower's control group if we were able to build the entire wall
if (cmd.endSnappedEntity && wallComplete)
{
var cmpSnappedEndObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction);
if (!cmpSnappedEndObstruction)
{
error("[TryConstructWall] Snapped entity on ending side does not have an obstruction component");
return;
}
lastTowerControlGroup = cmpSnappedEndObstruction.GetControlGroup();
}
for (var j = lastBuiltPieceIndex; j >= 0; --j)
{
var piece = pieces[j];
if (!piece.ent)
{
error("[TryConstructWall] No entity ID set for constructed entity of template '" + piece.template + "'");
continue;
}
var cmpPieceObstruction = Engine.QueryInterface(piece.ent, IID_Obstruction);
if (!cmpPieceObstruction)
{
error("[TryConstructWall] Wall piece of template '" + piece.template + "' has no Obstruction component");
continue;
}
if (piece.template == cmd.wallSet.templates.tower)
{
// encountered a tower entity, update the last tower control group
lastTowerControlGroup = cmpPieceObstruction.GetControlGroup();
}
else
{
// Encountered a non-tower entity, update its secondary control group to 'lastTowerControlGroup'.
// Note that the wall piece may already have its secondary control group set to the tower's entity ID from a control group
// dance during the first pass, in which case we should validate it against 'lastTowerControlGroup'.
var existingSecondaryControlGroup = cmpPieceObstruction.GetControlGroup2();
if (existingSecondaryControlGroup == INVALID_ENTITY)
{
if (lastTowerControlGroup != null && lastTowerControlGroup != INVALID_ENTITY)
{
cmpPieceObstruction.SetControlGroup2(lastTowerControlGroup);
}
}
else if (existingSecondaryControlGroup != lastTowerControlGroup)
{
error("[TryConstructWall] Existing secondary control group of non-tower entity does not match expected value (2nd pass, iteration " + j + ")");
break;
}
}
}
}
/**
* Remove the given list of entities from their current formations.
*/
function RemoveFromFormation(ents)
{
var formation = ExtractFormations(ents);
for (var fid in formation.members)
{
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
if (cmpFormation)
cmpFormation.RemoveMembers(formation.members[fid]);
}
}
/**
* Returns a list of UnitAI components, each belonging either to a
* selected unit or to a formation entity for groups of the selected units.
*/
function GetFormationUnitAIs(ents, player, formationTemplate)
{
// If an individual was selected, remove it from any formation
// and command it individually
if (ents.length == 1)
{
// Skip unit if it has no UnitAI
var cmpUnitAI = Engine.QueryInterface(ents[0], IID_UnitAI);
if (!cmpUnitAI)
return [];
RemoveFromFormation(ents);
cmpUnitAI.SetLastFormationTemplate("special/formations/null");
return [ cmpUnitAI ];
}
// Separate out the units that don't support the chosen formation
var formedEnts = [];
var nonformedUnitAIs = [];
for (let ent of ents)
{
// Skip units with no UnitAI or no position
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpUnitAI || !cmpPosition || !cmpPosition.IsInWorld())
continue;
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
// TODO: We only check if the formation is usable by some units
// if we move them to it. We should check if we can use formations
// for the other cases.
var nullFormation = (formationTemplate || cmpUnitAI.GetLastFormationTemplate()) == "special/formations/null";
if (!nullFormation && cmpIdentity && cmpIdentity.CanUseFormation(formationTemplate || "special/formations/null"))
formedEnts.push(ent);
else
{
if (nullFormation)
{
RemoveFromFormation([ent]);
cmpUnitAI.SetLastFormationTemplate("special/formations/null");
}
nonformedUnitAIs.push(cmpUnitAI);
}
}
if (formedEnts.length == 0)
{
// No units support the foundation - return all the others
return nonformedUnitAIs;
}
// Find what formations the formationable selected entities are currently in
var formation = ExtractFormations(formedEnts);
var formationUnitAIs = [];
if (formation.ids.length == 1)
{
// Selected units either belong to this formation or have no formation
// Check that all its members are selected
var fid = formation.ids[0];
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
if (cmpFormation && cmpFormation.GetMemberCount() == formation.members[fid].length
&& cmpFormation.GetMemberCount() == formation.entities.length)
{
cmpFormation.DeleteTwinFormations();
// The whole formation was selected, so reuse its controller for this command
formationUnitAIs = [Engine.QueryInterface(+fid, IID_UnitAI)];
if (formationTemplate && CanMoveEntsIntoFormation(formation.entities, formationTemplate))
cmpFormation.LoadFormation(formationTemplate);
}
}
if (!formationUnitAIs.length)
{
// We need to give the selected units a new formation controller
// Remove selected units from their current formation
for (var fid in formation.members)
{
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
if (cmpFormation)
cmpFormation.RemoveMembers(formation.members[fid]);
}
// TODO replace the fixed 60 with something sensible, based on vision range f.e.
var formationSeparation = 60;
var clusters = ClusterEntities(formation.entities, formationSeparation);
var formationEnts = [];
for (let cluster of clusters)
{
if (!formationTemplate || !CanMoveEntsIntoFormation(cluster, formationTemplate))
{
// get the most recently used formation, or default to line closed
var lastFormationTemplate = undefined;
for (let ent of cluster)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
{
var template = cmpUnitAI.GetLastFormationTemplate();
if (lastFormationTemplate === undefined)
{
lastFormationTemplate = template;
}
else if (lastFormationTemplate != template)
{
lastFormationTemplate = undefined;
break;
}
}
}
if (lastFormationTemplate && CanMoveEntsIntoFormation(cluster, lastFormationTemplate))
formationTemplate = lastFormationTemplate;
else
formationTemplate = "special/formations/null";
}
// Create the new controller
var formationEnt = Engine.AddEntity(formationTemplate);
var cmpFormation = Engine.QueryInterface(formationEnt, IID_Formation);
formationUnitAIs.push(Engine.QueryInterface(formationEnt, IID_UnitAI));
cmpFormation.SetFormationSeparation(formationSeparation);
cmpFormation.SetMembers(cluster);
for (let ent of formationEnts)
cmpFormation.RegisterTwinFormation(ent);
formationEnts.push(formationEnt);
var cmpOwnership = Engine.QueryInterface(formationEnt, IID_Ownership);
cmpOwnership.SetOwner(player);
}
}
return nonformedUnitAIs.concat(formationUnitAIs);
}
/**
* Group a list of entities in clusters via single-links
*/
function ClusterEntities(ents, separationDistance)
{
var clusters = [];
if (!ents.length)
return clusters;
var distSq = separationDistance * separationDistance;
var positions = [];
// triangular matrix with the (squared) distances between the different clusters
// the other half is not initialised
var matrix = [];
for (let i = 0; i < ents.length; ++i)
{
matrix[i] = [];
clusters.push([ents[i]]);
var cmpPosition = Engine.QueryInterface(ents[i], IID_Position);
positions.push(cmpPosition.GetPosition2D());
for (let j = 0; j < i; ++j)
matrix[i][j] = positions[i].distanceToSquared(positions[j]);
}
while (clusters.length > 1)
{
// search two clusters that are closer than the required distance
var closeClusters = undefined;
for (var i = matrix.length - 1; i >= 0 && !closeClusters; --i)
for (var j = i - 1; j >= 0 && !closeClusters; --j)
if (matrix[i][j] < distSq)
closeClusters = [i,j];
// if no more close clusters found, just return all found clusters so far
if (!closeClusters)
return clusters;
// make a new cluster with the entities from the two found clusters
var newCluster = clusters[closeClusters[0]].concat(clusters[closeClusters[1]]);
// calculate the minimum distance between the new cluster and all other remaining
// clusters by taking the minimum of the two distances.
var distances = [];
for (let i = 0; i < clusters.length; ++i)
{
if (i == closeClusters[1] || i == closeClusters[0])
continue;
var dist1 = matrix[closeClusters[1]][i] || matrix[i][closeClusters[1]];
var dist2 = matrix[closeClusters[0]][i] || matrix[i][closeClusters[0]];
distances.push(Math.min(dist1, dist2));
}
// remove the rows and columns in the matrix for the merged clusters,
// and the clusters themselves from the cluster list
clusters.splice(closeClusters[0],1);
clusters.splice(closeClusters[1],1);
matrix.splice(closeClusters[0],1);
matrix.splice(closeClusters[1],1);
for (let i = 0; i < matrix.length; ++i)
{
if (matrix[i].length > closeClusters[0])
matrix[i].splice(closeClusters[0],1);
if (matrix[i].length > closeClusters[1])
matrix[i].splice(closeClusters[1],1);
}
// add a new row of distances to the matrix and the new cluster
clusters.push(newCluster);
matrix.push(distances);
}
return clusters;
}
function GetFormationRequirements(formationTemplate)
{
var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(formationTemplate);
if (!template.Formation)
return false;
return { "minCount": +template.Formation.RequiredMemberCount };
}
function CanMoveEntsIntoFormation(ents, formationTemplate)
{
// TODO: should check the player's civ is allowed to use this formation
// See simulation/components/Player.js GetFormations() for a list of all allowed formations
var requirements = GetFormationRequirements(formationTemplate);
if (!requirements)
return false;
var count = 0;
for (let ent of ents)
{
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
if (!cmpIdentity || !cmpIdentity.CanUseFormation(formationTemplate))
continue;
++count;
}
return count >= requirements.minCount;
}
/**
* Check if player can control this entity
* returns: true if the entity is valid and owned by the player
* or control all units is activated, else false
*/
function CanControlUnit(entity, player, controlAll)
{
return IsOwnedByPlayer(player, entity) || controlAll;
}
/**
* Check if player can control this entity
* returns: true if the entity is valid and owned by the player
* or the entity is owned by an mutualAlly
* or control all units is activated, else false
*/
function CanControlUnitOrIsAlly(entity, player, controlAll)
{
return IsOwnedByPlayer(player, entity) || IsOwnedByMutualAllyOfPlayer(player, entity) || controlAll;
}
/**
* Filter entities which the player can control
*/
function FilterEntityList(entities, player, controlAll)
{
return entities.filter(ent => CanControlUnit(ent, player, controlAll));
}
/**
* Filter entities which the player can control or are mutualAlly
*/
function FilterEntityListWithAllies(entities, player, controlAll)
{
return entities.filter(ent => CanControlUnitOrIsAlly(ent, player, controlAll));
}
/**
* Incur the player with the cost of a bribe, optionally multiply the cost with
* the additionalMultiplier
*/
function IncurBribeCost(template, player, playerBribed, failedBribe)
{
let cmpPlayerBribed = QueryPlayerIDInterface(playerBribed);
if (!cmpPlayerBribed)
return false;
let costs = {};
// Additional cost for this owner
let multiplier = cmpPlayerBribed.GetSpyCostMultiplier();
if (failedBribe)
multiplier *= template.VisionSharing.FailureCostRatio;
for (let res in template.Cost.Resources)
costs[res] = Math.floor(multiplier * ApplyValueModificationsToTemplate("Cost/Resources/" + res, +template.Cost.Resources[res], player, template));
let cmpPlayer = QueryPlayerIDInterface(player);
return cmpPlayer && cmpPlayer.TrySubtractResources(costs);
}
Engine.RegisterGlobal("GetFormationRequirements", GetFormationRequirements);
Engine.RegisterGlobal("CanMoveEntsIntoFormation", CanMoveEntsIntoFormation);
Engine.RegisterGlobal("GetDockAngle", GetDockAngle);
Engine.RegisterGlobal("ProcessCommand", ProcessCommand);
Engine.RegisterGlobal("g_Commands", g_Commands);
Engine.RegisterGlobal("IncurBribeCost", IncurBribeCost);